AnD4D's Recent Forum Activity

  • 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.

  • I tried to look at your capx, but I can't tell what is actually meant to happen...

    The 'BoomBoomb' sprite is already there, and it's massive. When you click, it spawns in smaller...

    What's meant to be happening?

  • Hi there!

    Is anyone else experiencing issues with CocoonJS for their exports?

    I've been struggling with it for months and months, and only just last month did I manage to get it working (Cocoon didn't support 'GetMass' up until recently).

    In any case, the speed wasn't great, and I noticed it was recently updated again, so I tried out my game. Now all I'm getting is a black screen.

    Back to square one.

    Just wondered if anyone else was experiencing issues?

  • Ahh, brilliant!

    Thanks Ashley & Much appreciated :)

  • Ah, yes! My mistake. I had set the text to show the angle, rather than the value.

    In any case, I'd still like to set it up so that I can choose my own custom values either side of the scale.

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AnD4D

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