GameForger's Recent Forum Activity

  • bump

  • You really should work through the tutorials if you have trouble understand this.

    Made a quick example:

    dl.dropbox.com/u/34146606/SpriteSpawn_Simple.capx

    dl.dropbox.com/u/34146606/SpriteSpawn_Complex.capx

  • The easiest way is a global variable 'path' = random(floor(4))

    If path = 1 create at XY

    If path = 2 create at XY

    ....

    A more complex way is to create several invisible Spawn-sprites in advance.

    Then just System -> pick Random instance (SpawnSprite)

    SpawnSprite -> Spawn Object...

    Hope that helps ;)

  • The 'on collision with' command Picks the Object that has the Collision. An easy way would be to use different sprites for each player:

    If Sprite1 Collision with Sprite2 then...

    Sprite1.Health = Sprite1.Health - 10

    Sprite2.Score = Sprite2.Score + 1

    even if you have 10 Sprite1 and 10 Sprite2 it would pick these exact two.

  • The Variable 't' stands for time.

    You can use an additional boolean condition ('idle') with the for each loop. (if Sprite.Idle is false) That way the sprites starts if you switch the boolean condition.

    I think you should use a different approach: The script can only work out one path, any object must be on the path. You could use pathfinding for your sprite to approach your path and then 'switch' to path follow mode. I don't really understand what you want to do though

  • For the collision pick your Leg Part and use

    Physic -> global setting -> Eneable/Disable Collision and select other legparts.

    For the "glitch" effect use torque instead of Force. Maybe set a condition to only apply torque when max_angle is not reached.

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  • And this is my attempt:

    <font size="6">Spaceship (Physic) Set Velosity</font>

    <font color=magenta>X Component:</font>

    <font color=blue>sin(angle(0,0,</font><font color=green>Spaceship.Physics.VelocityX</font>+<font color=red>sin(Spaceship.Angle)*Spaceship.Acceleration*dt</font>,

    <font color=green>Spaceship.Physics.VelocityY</font><font color=red>-cos(Spaceship.Angle)*Spaceship.Acceleration*dt</font><font color=blue>))</font><font color=green>*

    distance(0,0,Spaceship.Physics.VelocityX,Spaceship.Physics.VelocityY)</font>

    <font color=magenta>Y Component:</font>

    <font color=blue> -cos(angle(0,0,</font><font color=green>Spaceship.Physics.VelocityX</font>+<font color=red>sin(Spaceship.Angle)*Spaceship.Acceleration*dt</font>,

    <font color=green>Spaceship.Physics.VelocityY</font><font color=red>-cos(Spaceship.Angle)*Spaceship.Acceleration*dt</font><font color=blue>))</font><font color=green>*

    distance(0,0,Spaceship.Physics.VelocityX,Spaceship.Physics.VelocityY)</font>

    Can anyone help me with the math?

  • I want to make a Spaceship with Physic and give it a speedlimit:

    <img src="https://dl.dropbox.com/u/34146606/Question.PNG" border="0">

    Accelerate:

    If Velocity > Max_Speed Then

    Get Angle of this Motion:

    Current_X_Velocity + Sin ( ShipAngle ) * Acceleration * dt   

    Current_Y_Velocity - Cos ( ShipAngle ) * Acceleration * dt

    Use the Angle:

    Set X_Velocity: Sin (MotionAngle) * Old_Velocity

    Set Y_Velocity:-Cos (MotionAngle) * Old_Velocity

    Endif

    Here is the capx:

    CAPX

    (at update_Spaceship/Apply_Input marked with comments)

    (Use Arrow Keys and Ctrl)

    Hope you can help me with sin/cos and the math ;)

    Thank you

  • I'm working on the next Diablo-killer <img src="smileys/smiley2.gif" border="0" align="middle"> <img src="smileys/smiley36.gif" border="0" align="middle">

    This is the first Battlesystem Test: *updated*

    You have to kill all crawlers and their nests.

    Use the arrow keys/ WASD to move,

    mouse for aiming,

    left click is attacking,

    ESC returns to Title.

    <img src="https://dl.dropbox.com/u/34146606/RPG%20Battle/Screen_M1.bmp" border="0">

    <img src="https://dl.dropbox.com/u/34146606/RPG%20Battle/Screen_M2.bmp" border="0">

    You are able to test two Weapons in two different 'missions'

    designed to be challenging but beatable. <img src="smileys/smiley3.gif" border="0" align="middle">

    Blind attacking and reacting leads to fast death<img src="smileys/smiley11.gif" border="0" align="middle">,

    anticipating enemy movements and timing are crucial<img src="smileys/smiley12.gif" border="0" align="middle">

    You can play the game here

    The capx is here

    It's poorly written with some horrible formulas

    and a lot 'work arounds', it works but not well <img src="smileys/smiley6.gif" border="0" align="middle">

    BUGS:

    Sometimes the weapon freezes, also the particles flicker

    So... what do you think about the difficulty?

  • Sorry, there is no plasma plugin for C2 and I can't program it either <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Here are some really good Pixel tutorials from deviantart.com:

    (Click on the Image to enlarge, may take a while)

    Basics:

    Shading

    Color Palette

    Ready Sprites:

    Isometric Building

    Pixel Tree

    Human

    Seamless Floor Tiles

    Have a look at Pixeljoint.com

    There you can submit your work and ask for constructive Feedback. Also good to find References ;)

    BTW what kind of Sprites (Game) are you looking for to make? <img src="smileys/smiley1.gif" border="0" align="middle">

  • You can write it yourself, just add 0.01 or something to the "Zoom Factor" every 50 milliseconds until 2 is reached.

    Do a little wait,

    and then subtract 0.01 from Zoom Factor every 50 milliseconds until you're back at 1. That's not complicated, try it

    <img src="smileys/smiley2.gif" border="0" align="middle" />

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GameForger

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