brockatkinson's Recent Forum Activity

  • This, in terms of maths, is called clamping. I checked in the math library that construct has, but there was no clamp function. So I made one quickly out of events.

    Here is a capx

    Here is the demo.

    That being said, this could be a very simple modification of the DragDrop Behaviour.

  • I tried to do this some time ago, and let me just say that it was a pretty brutal piece of work to get going nicely. I couldn't find a good algorithm, so I simply had to make a series of conditions that would snap to a particular scale rate. Then I made it slowly fade from one to the other so it wasn't so jarring.

    I hope someone's able to figure it out. For science.

  • I've made this more like the original doodleJump game (wrap around sides, auto-jump).

    doggleJump2

  • Wanna post your capx, or PM it to me and I'll fix it up? The job should only take a minute--it'd be longer to explain it than to actually fix it myself, and for you to see how it was done.

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  • I'm also getting a black screen in my projects. For anyone that got it to work, could you post the capx that worked? I can't seem to find what works and what doesn't.

  • Have the ability for the user to change, in an options page. That's, really, the best way to satisfy everyone.

  • Alright, I fixed it. It was ridiculously simple. But I'll post this up in case anyone else is having troubles.

    My particles were set to a Layer that had a Scale Rate to 0, as well as the Parallax scrolling to 0, 0. Moving it to a layer that had its scale rate to 100, and parallax to 100, 100, fixed the problem.

    So, if ever something is not working, check its scale rate & parallax scroll variables.

  • I know this seems like an incredibly simple task to do, but I have some particles that I'd like to follow the cursor. When full-screen is off, it's incredibly easy to set the position of the particles to X= Mouse.X and Y= Mouse.Y, but when in full-screen scale (and even crop) is on, then the particles are offset, depending on the size of the browser window itself.

    Is there a calculation that can be used to detect the exact position of the mouse when in full-screen mode?

    I'm kind of hoping that it's actually not something ridiculously simple.

  • I highly doubt that twitter will end up making an arcade. It goes so far against what twitter's all about. Twitter doesn't want to be a platform that does everything--they simply want to become the de facto short-form message standard for the world.

    That being said, I would like to request a twitter plugin, much like the facebook plugin. I also don't think there needs to be a specific 'google+ exporter', as it should be able to simply use the technology that we already have.

    The Ubuntu store is not for html5, although you could probably create a wrapper fairly easily.

  • It's all to do with the way you've positioned the images.

    Simply open up your space-ship and bullet, and rotate it 90 degrees to the right. The Construct animation editor has a button for it.

    Problem solved.

    Edit: I'd also recommend that you try other control schemes--the 8-directional movement feels strange for a spaceship. Perhaps try the car?

  • I think it's your While loop which is the trouble.

    Instead of the While, replace that with System.Every X Seconds (2 seconds). Then give it a go.

  • Have three characters that each spawn a bullet every two seconds. This should be done by a simple 'for-each' loop, while waiting two seconds. But the problem with that is, essentially, that they'll be all shooting at the same time.

    So, what you need to do, is to check for when you want them to start firing. This can be done different ways, by checking the nearest enemy, and then seeing if the distance between them and the hero is less than X amount of pixels, or just to activate it when they're all on the screen. Either way, you could set up a global variable that is called 'EnemiesStartFiring'.

    Before you go any further, give each enemy its own boolean variable, called 'ActivateFiring'. Make this condition as part of the 'for-each' loop mentioned above (so in the single action, it should be: for-each ENEMY | Wait 2.0 Seconds | Enemy.ActivateFiring = true.

    Anyway, when EnemiesStartFiring = 1, make an action that sets the ActivateFiring of the closest enemy to be true. Then have the System wait 1 second, and set the second enemy's ActivateFiring to be true. Then, have it wait an additional second before setting the third enemy's ActivateFiring true. Make sure you set EnemiesStartFiring to 0, otherwise that will continue to loop.

    Does that make sense?

    In one of my combat games, I simply have each enemy attack whenever they're within a certain range of the hero. It works well enough, but there's no coordination between the enemies.

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brockatkinson

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