AnD4D's Recent Forum Activity

  • I trust Scirra know what they're doing. I guess the only thing I'm really waiting for besides a decent mobile exporter is the online multiplayer functionality, but I understand or believe that's being researched.

  • Interesting... it seems you have to use the add command, as well as using a static local variable.

    Thanks everybody!

  • 4th boss. Just under half health.

    Very cool. When you die, the pew sounds still happens even if you're dead.

  • From the manual:

    "Note that due to the way Construct 2 expressions work, if you have multiple Particle object instances, this will only return the particle count for one of the instances - use a For Each loop to count multiple instance's total particle count."

    How?

    I have put my particle generators into a family so that I can use a For Each loop, and I have a text box that is set to count the total number of particles, but it's only showing me one instance. I've also tried using 'add' instead of 'set', and I just get an ever increasing number.

    I know this should be pretty simple, but I just can't seem to get my head around it.

  • Colludium

    Brilliant! Thank you very much!

  • RamPackWobble

    Thanks for having a go, but it's very slow to rotate, and if I speed it up the same thing happens with it going back and forth.

  • I've tried this again with Custom movement... which unfortunately I cannot see the point of. Deceleration would be a nice feature...

    I've also tried 8 direction movement, which is slightly more useful, but not great.

    Physics gives me an absolutely brilliant result, apart from the rotation! The best result I can have with rotation so far is having the object disable manual rotation upon impact with something, but this isn't exactly what I'm aiming for.

    If I were to be using a keyboard for the rotation, it would be fine, but I'm trying to use the mouse for a more accurate aim.

    Is there anyone out there that can think of a clever way to combine responsive rotation with physics?

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  • I know that I can do something similar using custom movement, but I thought physics would make movement slightly different, allowing the ships to crash into other objects and lose control, making movement slightly more 'realisic'.

    It's a real shame objects more or less lose physics when other movements/behaviours are applied.

  • RamPackWobble

    If I control the rotation without physics and the ship collides with something, it doesn't spin out of control.

    If I set the angular dampening to the max, it still wobbles.

    Anglelerp would be good, but only if it eases in, rather than eases out.

  • Hey guys!

    Anyone know of a smart way to have a physics object rotate toward the mouse?

    At the moment, I've applied it to torque, but once the object is facing the correct direction it keeps on going due to momentum.

    Ideally, I need it to start applying torque in the opposite direction when it's half way toward the direction I want to it be, but with the mouse potentially always moving, this is proving to be quite the challenge.

    Any clever folk out there that can figure this out using the physics behaviour?

    CAPX

  • IntelRobert Seems like there's been a step backwards somewhere along the line for me. In trying out my game, one which I was able to use several weeks back, no longer works using Intel XDK.

    It builds fine now, nice and smooth process, but after installing and upon launching, it just shows me a white screen with the clock at battery still appearing.

  • The strange things is, if I export the game using a slightly older version of C2, my game works on Cocoon. Version 152.2... doesn't work at all!

    This leads me to think it's Construct with the problem, rather than Cocoon on this occasion, but then again I'm ignorant to the intricacies.

    Have Ludei simply not updated the exporter? Using the launcher, I just get "Unzipping" and then it just sits there doing nothing. Again, this is only games from 152.2.

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AnD4D

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