LittleStain's Recent Forum Activity

  • Didn't get the effect completely right,but At least I tried

    When attaching balloons the gravity-effect on the animalballoon will change.. Needa a lot of tweaking though..

  • You will have to choose for either physics or other behaviours. Working together with other behaviours physics gives unexpected and often unwanted results.

    I can't make a working example of my explanation right now, so I can't be sure what I imagined can be done.

  • Edited an example for making a slash-effect to create a:

    draw example

  • Group would suggest he meant event group.

    Just put all events relating to the layer in an event group and set group to active/inactive based on layer visibility.

    You could also add an if layer is visible condition to all events related to the layer.

  • It probably would be best to put balloon and rope in a container.

    and set the rope to invisible at start and visible when the distance is less then a certain amount.

    only create the pin if the rope is visible.

  • Fron the top of my head (could have some flaws):

    To create the "rope" use a sprite, make an extra imagepoint on the left and one on the right.

    Set the "rope" position to x=lerp(balloon.x,object.x,0.5) y=lerp(ballon.y,object.y,0.5)

    Set it's width to distance(balloon.x,balloon.y,object.x,object.y) and it's height to what's desired.

    on mouse released:

    Pin the balloon to "rope" imagepoint(2)

    pin the object to "rope"imagepoint (1)

    (choose only position for the pinning, and probably rope style.)

    this way you don't need physics

    The same can be done with physics, but then you should abandon bullet behaviour and use physics for everything.

  • Just give your object one of the movement behaviours. Bullet would probably do fine for this.

  • just brainstorming:

    I would probably create a "rope" when the balloon is close enough and on mouse button released create revolute joints at both ends of the "rope".

  • I'm not quite sure how it is supposed to work, for I haven't used Sine-behaviour myself.

    This workaround seemed to work though:

    • adding a timer-behaviour to the grenade.
    • add a subevent on spawn to set the timer to half the sine-period
    • on timer - destroy grenade.

    I added another sine and set it to forward-backward and period to 8

    This really gave the idea of throwing and by setting the magnitude you can decide on the distance of the throw.

    it's not a very clean workaround, but did get reasonable results.

  • make a global variabele planepoints.

    on restart layout it will keep it's value.

    if you want to save it, so when the game is closed it is remembered, use websocket (just read the tutorial)

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  • To be honest, I'm not sure what you are trying to achieve. After opening your capx I'm even more confused.

    I can place a line, stretch and turn it around it's center and...

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LittleStain

Member since 26 Apr, 2011

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