AnD4D's Recent Forum Activity

  • Thanks, Yann. It's somewhat worrying though. I rendered them directly from 3DS Max. Going to need to play around with the settings it seems. I assume you re-saved the frames from within Construct?

  • Sorry about that. I've updated the link. The apple image appears to retain the colours, but the png animation doesn't. Wondering if I've done something wrong somewhere along the line.

  • Hi guys!

    Can anybody see the same thing I'm seeing? When I import my sprite, the colours look fine. In the layout and the sprite screen, the colours are nice and dark. As soon as I preview in Chrome, the colours suddenly appear bright.

    Can someone tell me what I'm missing? Have I turned a setting on by mistake? I added a random image of a GIF apple, and that looks fine. Is it the fact that my animation is using PNGs?

    Updated link

  • I imported an excessively large image (3000x3000) into a sprite window just to test out some colour, and when I tried to preview it in Chrome it paused for a while and then finally loaded. I then went back into the project, deleted the image from the project and previewed again. I was suprised that the long delay remained.

    I undid to before I imported the image, previewed again, and it loaded in a second. Re-did, and the same long pause. As far as I can tell, the image is out of my project. Just wondering what might be causing the delay. Can anybody replicate this?

    Link to the texture

    Link to project

  • I'm new to this, but I would have set up an array which counted down from 5. Effectively saying "If array > 0 and animation "name" is finished, set animation frame to 0" and "subtract 1 from array". You have the control lock already sorted. Of course, you will need to add the event that the array is set to 5 upon pressing the desired key which will only come into effect if array = 0.

    There's people a lot better than this than me, so there's probably a better way of doing this, but I hope I helped!

  • I could have sworn I'd set the gravity to 0. Looking at this, I realise I knew nothing about sub-events and blank events containing actions. Need to figure out how that works. Starting to think I've jumped into the deep end, but this really is fascinating. The physics engine is purely used for collisions and forward momentum. Everything else is handled by maths. It's a lot to get my head around, but I'll do my best!

    Thank you for all your help on this. I'll have a tweak on the figures until I understand what each one does, then I'll have a look at improving the graphics and making a game out of this.

    Thanks again!

  • Brilliant... simply brilliant.

  • So close!!! I just can't see what I'm missing! I have given the items mass, and the asteroid just seems to pick a direction and shoots off. I think it's close. At one point I had the asteroid drag over to the sun in the centre, but I was due to a code glitch. I wish I could just set the gravity to a local point, or have the mass affect the gravity.

    I have uploaded the file I've been working on. The arrow keys control the moon/planet. http://dl.dropbox.com/u/50465867/Gravity.capx

  • Thanks Kyatric. I have the physics behaviour added, but I can't see vector anywhere. I'm looking at the actions, and can't see it there. Can you tell me if it's in a sub category? I've used the search function within the program, and the help button takes me to a 404 page <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Hi Yann,

    Is xVector & yVector part of an array or a variable that you have created? I can't seem to see it anywhere.

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  • Thanks Kyatric, I've bookmarked the page and will look into them! There's loads on there which will be very useful for what I'm doing.

    Yann - I'll be sure to look into this! It's a little above my head at the minute, but I'm sure I'll pick it up. Trying to set an array to the distance between the two objects so that I can calculate the rotation. It's all a fun learning process.

  • Hi guys!

    Sorry if this is a duplicate thread. I did do a number of searches, but couldn't find anything. I'm trying to create a local gravity to create a game in a style similar to Solar 1 & 2, where you position planets/moons, and objects will rotate around them in a controlled orbit, or will be pulled towards them.

    I've been looking at the Demos Paper Planets and Moon Shield, and if I could get my head around them, I think I'd have all I need. I'm starting to wonder whether these are created using the physics behaviour or not.

    Hope someone can help!

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AnD4D

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