AnD4D's Recent Forum Activity

  • If you just use force and have multiple objects of all different sizes, the small objects will move faster. The mass*gravity expression ensures they all move the same speed, which is what happens in reality.

  • Set world gravity to 0

    Set a global variable called "Gravity" and set it to 0.2.

    Give the object the physics behaviour.

    Event - Every Tick

    Action - Apply force at angle

    Angle = whatever you want, let's say 270 for fun.

    Force = physics.mass*Gravity(variable)

  • Constant force doesn't give realistic physics.

    World Grav = 0

    Gravity Var = 0.2

    Apply force to family = Object.Mass*Gravity Var

  • I'm not using 3rd party plugins, and I constantly got stuck. Waiting for Cocoon to be updated :(

  • That rarely happens. In fact, I can't think of a single time where things have changed beyond my understanding.

    You can stick to just the stable versions if you prefer...

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  • I'll help. I've been a tester on both games and software, and tend to have a natural ability at finding them :)

    I'm also familiar with C2, so may be able to lend suggestions as to why the errors are appearing.

    Question: Do you have control pad support? I'd like to give this a go on a TV.

  • Just signed up! Thanks!

  • I just wrote a nice explanation, but the damn thing timed out AGAIN!!!

    Basically, it was:

    Var1 = Current

    Var2 = Previous

    Every 0.001: Set Previous value to Current Value & Set Current value to tilt.

    You can then compare greater or less than.

    Hating this forum lately! Grrr!

  • emoaeden

    Wow, that helped me! Been interested in shadows for ages, but couldn't see a way to do it without 3rd party plugins. This would probably work on mobile devices!

  • Thanks

    It works, but why do I need to add an extra step (I know it's only one)? What's the reason for it jumping up to 100% opacity?

    Is there ever a time that you'll want it to go to 100% opacity first?

  • I'm using the fade behaviour to have an already transparent object fade in when created, and again fade out when it's to be destroyed. When I want it to fade in, it hits the transparency point and stays there... great! When It's deleted though, it shoots up to 100% transparency and then fades out.

    CAPX

    What am I doing wrong? Is this behaviour meant to work like this? I don't see how that's a useful feature.

    *Also, side note, is anyone else experiencing issues with the forum? Nearly every time I try to post now I find it's timed me out. I'm not that slow a typist!

  • I like! I just sent you an email through your site.

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AnD4D

Member since 4 Nov, 2011

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