JohnnySix's Recent Forum Activity

  • You can now download from the arcade - the actual code is very simply, just one line - most of the events are for handling the sliders. <img src="smileys/smiley17.gif" border="0" align="middle">

    http://www.scirra.com/arcade/example/1014/wind-example/

  • Sweet, is the original track something open source - quick example - would break down into something gnarlier- just a 10 minute demo . ;)

    http://www.johnnysix.net/games/example1.mp3

  • I did a quick thing in another example - it was custom movement, I just set the movingangle of the objects custom movement to the angle between the colliding object and the ball object.

    The only issue would be if you had a long platform, as it'd go from the wherever the origin was - in which case it'd get a lot more complicated to code. :-/

    Download here

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

    It is the event where the ball collides with the box.

  • You can make the bullet object invisible, then pin another object to it.

    You could then every tick, set the angle of the pinned object to 0, to ensure it's always the correct angle.

  • Updated, it would work, but there were some events missing in the capx.

    The keys needed to append a letter to the code, so if you press U,D or A buttons, the code would be "UDA"

    I've uploaded a fixed version and demo.

    http://www.johnnysix.net/games/kc/

    http://www.johnnysix.net/games/kc/kfc.capx

  • Could you show an example of what you're trying to do, upload the game to somewhere as an exported HTML to show it if you don't want to share the CAPX.

    Assuming you're already using an invisible box as the actual platform behvior object, you can swap it dynamically at runtime quite easily.

    An abandoned project I made a while back did this.

    Press down to change the ball from platform mode to physics mode.

    The only difficulty I encountered was having to duplicate all the blocks to set physics behavior on one, and solid on the others.

  • If it's just one object, you could make it custom movement, then apply angular momentum to its existing speed/angle.

    I made a quick example - it should lerp between the angle its moving and the angle of the wind/force.

    Use the sliders to adjust - it's not perfect but should give you a starting point.

    Right mouse to apply force ( hold down button ).

  • Looking forward to seeing what you create! :)

  • Has anyone had success in getting several sets of movements all in one?

    I'd be curious if anyone is willing to share a CAPX, just to see how others have handled it.

    Perhaps it's something that will be supported in future by construct- further platform movement events like "is crouching" , "is walking against wall" etc.

  • I voted the game over HB - great stuff- very well executed - liked the simplicity and the easing in of the player into the flow of the game.

    I was going to ask - did you make the music yourself? :)

    If so, would you be interested in a remix for a boss stage or something?

    My other passion is music, and most recently remixing - ( Johnny's IndabaMusic Profile )

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  • Thanks for running the contest! There are some amazing entries, showing a lot of resourcefulness and imagination in their creations, especially given the constraint of using the free version. :)

  • This looks awesome, just pledged. :)

    You're 54% there!

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JohnnySix

Member since 3 Mar, 2012

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