BadMario's Recent Forum Activity

  • Don't use overlaps or collisions. use distance from the center. You only have to figure out how far from the center each circle is. so when ball hits target calculate distance from the center of the target. Then if less than 100, that means 10 points because it's in the red, if over 100 but less than 150 then it is in the yellow and so on.

    My numbers are obviously just examples, you have to change them to your numbers/target dimensions

  • It should not be a problem as nobody should be needing to clear browser storage regularly

    Is this supposed to be that famous English humour? 'cause here and over there in them internet parts people do that all the time for all kinds of reasons, legit ones too.

    I have to do it often because of problems and errors construct itself creates, especially when an update is installed and things go wrong

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  • BadMario I can't do that because the intention is for each of the crates to be destroyable. If they are all stretched on in a single img, then the game mechanics won't work.

    It can work, make it an invisible physics object, then put box sprites on top of that. Boxes don't even need physics, just destroy them on collision

  • If the crates are immovable make them a single long sprite instead of separate crates ( In photoshop or some other program copy and paste crates into a row until it looks exactly the same as it does in your game, then export that single png.

    You will have just one collision polygon instead of many smaller ones. I think what is happenning in your game is that your object hits crate edges and that causes it to lose speed. With one single polygon this should be eliminated

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  • Click on pricing above in the main menu.

    Looks like you are fine with a personal license until you make over $50,000 a year

  • Import step sound ( single short step )

    If animation walking is playing and frame 6 is playing trigger step sound ( trigger once while true )

    I say frame 6 as an example where foot makes contact with ground at frame 6.

    So trigger sound once on each frame where foot makes contact with the ground

  • The easiest way is to have your object split into a few sections, then when a hit occurs, destroy that section and create a number of fragments with physics behavior.

    Play around with settings, impulse to make it fly around a bit if necessary.

    you could also have these fragments pre-created and set to invisible and with disabled physics, then on impact make visible and enable physics

  • Can you export it from Construct 3 using runtime 2 and see if that works.

    Problem could simply be that your phone plays better with version 2 because of some browser/driver issues with newer Construct runtime. Also try to disable web worker before export ( That one causes a lot of problems )

  • As I have mentioned in a couple of other threads about this, your best bet is to create your own keyboard in Construct and not to use android's or ios keyboard at all. Problem solved.

    If you need just basic text input it can be done in a couple of hours ( I did it ). If you need all the copy/paste, text select features, it will take longer, but once you do this you have your own keyboard that you can use in any game.

  • that part should be 1 - any number less than 1

    1 - 0.9 will be very slow

    1- 0.001 will be very fast

    so 1 - 0.1^dt only change 0.1 part to adjust lerp speed

    has to be ^ not *

  • When using lerp it should be lerp(Self.BulletSpeed,600,1-0.1^dt)

    change the 0.1 part to adjust speed of change , 0.001 for example will make it faster

    And yes, as the post above says line 79 should be rotate 200*dt degrees and since you are using delta time instead of 200 it should be a much higher number, try 10000*dt or more and see what works best

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BadMario

Member since 3 Sep, 2015

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