99Instances2Go's Recent Forum Activity

  • You do not have permission to view this post

  • Condition > Mouse clicked object

    &

    Condition > object > compare frame, frame = (or not =) background..AnimationFrame

    &

    Condition > system > trigger once while true

    Action

    destroy

  • This seems to increase as the cars speed increases, is there a way to subtract the cars speed changes from the turn speed?

    I am sceptic about this statement. I dont see how the angle would increase with speed.

    Besides that, i dont think that is what you need. You need to know the resistance to Inertia.

    When the frontwheels are alligend with the cars angle, there is no squealing. When they differend a lot, it means the tires try to go a differend path then the car. Depending on the grip, they will squealing.

    I think you have to compare the Sprite.angle with Sprite.Car.MovingAngle. Probaly have to abs it. How bigger the difference how more squealing should happen. Got to account for the ground/grip with a factor.

  • Why not set the layer with the rightclick interface to the same parallax as the base layer? And just use normal mouse coord.

    Differend parallax on layers is great to create depth or to pin a hud. Neither is needed here.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Easyer with that google script that i provided. Zip the folder. Upload. Done.

  • If they state that HTML(5) is acceptable, then they run a local server. You should not worry about how they play it then. If they say its acceptable, then them should worry on how to play it.

    On the other hand. It is easy to publish on Google Drive. Including scripts. Wich is not true for most free clouds.

    https://script.google.com/macros/s/AKfy ... b1C83/exec

  • I see:

    When the patform is jumping and when there is no shooting gooing on > play jump ..

    I suppose this is kinda always true, while in the air. Resulting in setting the animation to play from the beginning every tick. So, what you see is the beginning over and over again. And that makes you think it does not animate. But it does, it is playing the beginning every tick, as you requested it to do.

    When there is shooting gooing on, the condition is ofcours not true, and the animation will not be set/play.

  • First check if non of the collision polygones overlap.

  • Hello , I created a basic game platform to understand how the construct works

    Is het possible to see that ? Would help to understand the question.

  • There are like 50 conditions 'sprite43 is animation "default" playing.

    There are like 4 timers that set the animation to default

    There 100 places where the animation gets set

    There are conditions that refer to animations that are not present in that character

    I have no idea how to start with this.

  • Pop the capx ?

  • I have not seen one wrap a physics object yet.

    I suppose the solution is in this direction, since wrap dont have a 'on wrap' condition.

    https://drive.google.com/open?id=0B1SSu ... 3NpQTlEeWM

    Overlap = just lazy. Can do it with abs(distance from center of the window) too. But it would not be a visual example.

99Instances2Go's avatar

99Instances2Go

Member since 12 Feb, 2016

Twitter
99Instances2Go has 2 followers

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies