Tuiii's Recent Forum Activity

  • use lerp function and restrictions with variables

    here, try this

    https://dl.dropboxusercontent.com/u/231 ... mooth.capx

  • use browser object

    https://www.scirra.com/manual/110/browser

  • Can't be other thing besides collision polygons.

    Maybe the balls in the chain are causing that?

    Without the .capx is hard to say

  • are you using different layers with parallax less than 100?

    if so, you need to especify which layer you are touching when comparing touch. You do that by adding ("layername") to the touch coordinate. E.g. --> Touch.X("Layer1")

    For your other question:

    Every tick --> Simulate pressing right

    When you stand still --> set player max speed = whatever speed you want

    When you move right + trigger once while true --> set player max speed = Player.8Direction.Speed * 1.2

    When you move left + trigger once while true --> set player max speed = Player.8Direction.Speed * 0.8

    You cant change the multipliers to get higher speed variations

  • Okay, I "finished" what I was creating for you. It's very glitchy right now because it needs a lot of improvements. But the main idea allows you to do what you want.

    You can download it here:

    https://dl.dropboxusercontent.com/u/231 ... cenes.capx

    Let me explain what I did:

    On the layout you can see a some scenes. They are designed scene 1, 2, 3 and so on based on horizontal displacement. The code recognizes the scene based on the position, so that's why I created some sort of grid with the pink bars.

    On start of layout, scene 1 will be picked and a random scene (excluding scene 1) will be picked for next scene. All objects positions and angle are stored in local variables.

    When a scene is picked, all elements inside the area designed to that scene will be picked. Made that using families for immovable and movable objets.

    All objects overlapping the picked coloured background (bg) are pinned to it and than the coloured background is moved to 0,-bg.height (except for the first scene {scene 1} which goes to 0,0).

    After that, objects are unpinned and they start moving down with custom movement.

    When the coloured background collides with a detector at 0,2*bg.height, bg is moved to it's previous position (stored in local variable at start of layout) and all objects that were overlapping it are also resetted to their initial positions, than pinned to bg again. (This part is glitchy, needs improvements)

    Also, when detector is collided, a new scene is picked and created on top of current scene.

    Hope that wasn't much confusing and also hope that suits what you need.

  • try using bullet behavior

  • Damn i was creating something for you, had already spent a good amount of time and things were progressing nicely... than c2 crashed and I didnt save the work... not even a single backup

  • I had same issue solved by leaving public network marked when configuring the inbound rules at windows firewall settings

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  • It is deactivating. You can prove that by touching "D" sprite before "S".

    The issue is that you want to stop the rotation by deactivating the group, but that's not how you are going to achieve that. When you deactivate the group, you deactivate the events that are inside it. But once you touched "S" with the group active, you already set the rotation speed to 180º/s. In order for it to stop, create an event with set rotation speed to 0º/s.

  • add System: Pick random instance to event 12 (use hole as the object to be picked)

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Tuiii

Member since 8 Nov, 2011

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