JohnnySix's Recent Forum Activity

  • 0 is right, which is why a lot of the suggestions would make excellent additions.

    Something I struggled with a while back was making a radio style dial for volume / balance - trying to calculate mouse to angle by adding degrees became more complicated than I thought as 270 is up, and trying to work out the maths to create a range from 0 to 100 from a range of 270 > 0 then back to 270 , all became a bit too much! haha

  • I tried registering for the appmobi forums, but am still awaiting activation.

    Do the appmobi guys still frequent these boards occasionally?

  • Anyone else successfully published via appmobi?

    Testing, emulating and the general pipeline work great. :)

  • Are they physics based ? Probably best to post a capx or a screenshot of the part where the extra ball is spawned.

  • Is it possible to test games on Android yet?

    I just read in the tutorial it direct canvas doesn't work on Android, however if I export a project without direct canvas, and upload to the XDK, I just get a blank screen.

    Do I need to publish the game to google play to test it?

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  • R0J0hound - thanks so much - I wasn't expecting a working example, that's brilliant! <img src="smileys/smiley1.gif" border="0" align="middle">

    I did a quick experiment combining it with the Physics tank and it works amazingly. <img src="smileys/smiley32.gif" border="0" align="middle">

    Click image to play.

    It makes more sense to me now the way you presented it, thanks for taking the time to create the demo. <img src="smileys/smiley10.gif" border="0" align="middle">

    Arrow keys move the physics tank, recoil is calculated at a reduced amount based on the velocity of the ball.

  • I'm having trouble deriving the equation for the target area.

    So for example, when you place the cursor over a target, the barrel would aim to get the shot at that point, compensating for gravity/drag.

    Or failing that, how I'd go about scaling a circle to roughly approximate it, given the known variables of starting velocity,angle and gravity.

    I guess the simplest way would be to do the invisible bullet thing, but with a lot of other physics things going on, I didn't want to slow it down too much.

  • Here's the cannon :

    http://www.johnnysix.net/games/parab.capx

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • http://www.johnnysix.net/games/UFBFALL.capx

    I changed the grid up a bit so it's all linear 80/80 and 6x10

    There's also a small wait time, which prevents missing blocks being regenerated.

  • Lesson learned - don't try adding animation of physics objects!

    [TUBE]-cRDkkf7DI4[/TUBE]

  • I just added an event to test if a block is immediately below the block and make it fall. It mostly works.

    http://www.johnnysix.net/games/UFB.capx

  • I'm still working on many elements, but am curious to know how the performance is on various machines with all the physics stuff going on.

    Click to play.

    Video :

    [TUBE]rQgchV0F9A0[/TUBE]JohnnySix2013-01-15 11:13:06

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JohnnySix

Member since 3 Mar, 2012

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