JohnnySix's Recent Forum Activity

  • You could work around by faking collisions instead, turn off all collisions, then instead have an event apply an impulse to an object.

    This could then in turn be tied with a boolean or something so you got activated when needed, or not.

  • I may just be biased towards the pixelly thing, but , fingers crossed for mipey's spritefont being included in a 'trusted' list, as opening the arcade to 'all' 3rd party , unvetted could leave it open to vulnerabilities and exploitation.

  • Getting an accurate animation is dependent on several factors, animation speed, animation frames, movement speed and the distance the animation has the character reach/climb per cycle.

    You need to figure out how fast the character is moving based on the animation, for example, if the animation is 12 frames long, played at 12fps , whatever distance he moves per rung for the animation would be your speed.

    An example of what you've got would make it easier to see why things aren't syncing.

  • Thanks for the response, I am changing it after export right now, I was just wondering if the option could be included.

    I was hoping editing the HTML file in the exporter folder would add the line,as this would allow some options, that shouldn't affect anything else, for example, to add a couple of open graph things like:

    <font color="blue">

            <meta property="og:image" content="preview.png"/>

            <meta property="og:title" content="New Project"/>

    </font>

    I just did a quick test - open graph works with a local reference and without having to do the 1px image hack. <img src="smileys/smiley1.gif" border="0" align="middle">

    <img src="http://johnnysix.net/games/fall/fb.jpg" border="0">

  • Or is possible for the user to change the template used for the HTML output?

  • You can replace the events, be aware though that touch will revert to 0,0 when not 'in touch' so it will act a little differently to what you may expect.

    If you're using touch, you may want to have a second invisible sprite and use its x/y coords instead, and have it update its position to the touch position only when in touch.

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  • Edited the original so it's more easily understood!

    Ashley - would something like this be possible?

  • Left Mouse - Draw

    Right Mouse - Erase

    Mouse Wheel - Select colour

    'Any' key - Play composition

  • Tom & Ashley

    Would it be a lot of work to add an extra option in project settings for a preview image?

    For example, to get a thumbnail to show on facebook etc, I usually manually add the following to the index.html after the <script> element.

    <font color=blue>    <img src="preview.png" style="height:1px;width:1px" /></font>

    And results in this :

    <img src="http://johnnysix.net/games/play/example.jpg" border="0" />

  • Work in progress runner game:

    [tube]_alNLfniCcg[/tube]

  • [tube]kWbORtYAj4Q[/tube]

    Work in progress runner game, placeholder level art at the moment.

    Just added loop-the-loops

    Play JohnnySix.net JohnnySix.net/Games/����

  • Did you solve this ?

    You can calculate a rough speed by taking the hypotenuse of the vectorx/vectory for the physics object.

    SQRT((Thing.Physics.VectorX^2)+(Thing.Physics.VectorY^2))

    or distance(0,0,Thing.Physics.VectorX,Thing.Physics.VectorY)

    It's the only thing that's missing from the physics object is a general 'speed' variable that can be accessed, rather than having to calculate it each time. :)

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JohnnySix

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