LittleStain's Recent Forum Activity

  • Set active at start to no and just add a restart fade for the fade in action after the create object action and your done..

  • 1-Set your rotate object to immovable is no

    2-Set your pin object as a revolute joint.

    3-Learn how to use physics Here

  • To make it even more complicated for you, you could probably use all of your suggestions.

    The big question is:"What are you trying to achieve?"

    First of all if you want to be able to use it on touchscreen you better start with touch right away. Touch and mouse work differently, so if you have the mouse-part working it could go bust on touch-screen.

    on touch start add a variable for x and one for y and compare them to on touch end x and y. you can then get the angle(touchstart.x,touchstart.y,touchend.x,touchend.y) and send your puck in that direction with for instance the bullet behaviour...

  • Your question is very unclear. You want two objects to collide, but there is a third object?

  • Breath of fire 2 is a rpg kind of game, as I found out after googling.

    In the tutorial section of this site are a lot of RPG related tutorials

    and in the FAQ are some rpg related topics.

  • Like it says in that topic, the locoroco game jelly-effect was probably made using animation. So to recreate that effect you just need to animate your sprite to give the effect of jelly.

    If you want to make something more complicated, like the examples made by rojohound, you should learn to understand what he did.

    If it's too difficult for you at the moment, I suggest trying a different method like animation.

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  • To check the distance use distance(player.x,player.y,tower.x,tower.y)

    So you should just add another condition to let the system check if this distance is smaller than 2. (I guess you should use another number, but you said 2)

  • In addition to the real answer: That processing power differs between devices so much, if you want your game to run smoothly on all, you'd just have to make sure it runs smoothly on the least powerfull.

  • Simple answer: No, no, no, no, no, THERE'S NO LIMITS! (by 2-unlimited)

    Real answer: You are only limited by the processing power of the device your game is supposed to run on. At least if you'd like your game to run smoothly.

  • I don't know what events you are using to spawn the sprites, so I don't know if this will work, but you could check if a spawned sprite is overlapping the spawnsprite and if so don't spawn.

    (I couldn't see the image before, but now I can and checking for overlap should work)

  • Blacksmith, thanks for the compliments!

    There is still some work to be done on the graphics, but the overall feel is pretty clear i think.

    The custom movement behaviour on stretchy also needs some tweaking as it's collisions aren't always working as wanted.

    Saving the bombs can be pretty hard, but not saving them won't kill you.

    I'll try and keep this topic up to date, so if there's more to explore it can be found here.

  • I've been working on my new project and although it is still far away from the end product it is almost playable at the moment. Because I need some incentive to keep going I've decided to try and finish this game before november to be able to compete in the Tizen competition.

    Play "Stretchy"

    • Use mouse or touch to adjust jumping power and angle
    • While in flight touch left or right of "Stretchy" to adjust horizontal speed.
    • Try "saving" da bombs by jumping on their red button.

    <img src="https://dl.dropboxusercontent.com/u/48563442/message-big-facebook.jpg" border="0">

    <img src="https://dl.dropboxusercontent.com/u/48563442/stretchy-screenshot1.jpg" border="0">

    Edit: Updated example.

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LittleStain

Member since 26 Apr, 2011

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