jayderyu's Recent Forum Activity

  • Nope, no question. I'm just having a brain buster day where communication is just failing. I'm just appreciating the work that you and your team have put into clay.io :D

  • alight, here is a commentary, and a solution for you too look deeper for a better solution if possible.

    When manually writing game code for BOX2D and other physics engines. The programmer has the ability to set vector points for the collision shape. I don't know if C2 allows for setting collision shapes during run time. However you might be able find a plugin. If not you can try to use the answer below.

    10px lines.

    As you have your mouse(or touch) start drawing. draw graphical lines with no physics. These lines are done in 10px spurts burts by startx/y when first touching and when the mouse move a distance of 11px away lock the fgx line in start a new 10px line. keep this up until the player released or some other limit is met.

    when then player released the mouse, iterate through each of the 10px lines and create a new line which is a PhysicsLine and joint each pLine to the previous. Now you have a physics shape.

    you might be able to get away with more than 10px. Experiment as you would like.

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  • Sorry Austin, I appreciate the reply of what I was trying to say, but I said wrong and corrected it :D. It sounds much better now. I think.

  • I just wanted to say thank you to clay.io team. I am usually hesitant to use external plugins unless required to. However after looking over the clay.io plugin I decided what's the harm to just stick it the folder for a quick look over of features in the event and actions....

    I'm impressed. Though there is no active game uploaded it ran with no problems. I'm a pessimestic person about such plugins and assume errors will crop up making implementations a hurdle. I was however mistaken and found that adding features oftens works with only errors being lack of api key at the time. Now I'm looking very much forward to adding achievements and leader boards.

    Which sorta ***** now because I need to work Clay.io into my menu's now I'm looking into a menu page to add clay.io features. Looking very much forward to using Clay.io.

    edit: sorry, number of spelling typo's that had changed the context of the what I was a LOT. going over for fixes. I'm bad a grammar, but usually not that bad :D

  • Are you trying for relative position using a Parent Child model for ball B

    or

    you want to PIN(behaviour) ball B to ball A.

    As I understand there is no Parent Child behaviour for sprites :( I've pinned objects to another, but unable to move them completely.

  • your should be posting in the forum where the plugin is. This could be a bug in his code and he should know about it.

  • Could you please expand on that. Are you refering to a 2d platformer? a top down map? isometric?

    For such things an example image is always a fantastic reference to use :)

  • There are new expressions in the touch event that you also might find useful.

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    SpeedAt(index)

    SpeedForID(id)

    Get the speed of a specific touch by its zero-based index or unique ID. Touch speed is measured in canvas pixels per second, so is not affected by scaling the display.

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    construct.net/en

  • You can try the A* plugin for path finding.

  • 1. Yes that looks right for the size layout. No you don'y need much height. You can make your Y equal to Window Height.

    2. Create them in a Controller Event sheet. Then include the even sheet into the layout event sheet.

    3. I'm not sure what your saying.

  • you could try use the bullet behaviour on your "ball". set gravity, set bounce off of solid.

    Create a sprite where you will destroy the ball and do your animation thing.

  • Well for the random of locations try this. Use the thoery base and not literal.

    Create sprites to be spawn locations. These should be the same sprite, but instances. ie copy and paste or created at specific lcoations

    on every X seconds

    ->system.pick instance spawnsprite object, random(0, spawnSprite.count)

    ->create monster (layer, X=spawnSprite.x, Y=spawnSprite.y)

    ----

    for Drag and Drop towers and stuff

    create a row of Icons(which you probably have)

    create a Drag and Drop Tower for each icon(as you probably have)

    put the D&D towers over the icons and set to invisible

    on MouseDown on D&DTower

    set D&D Tower to visible

    on Release of Mouse

    check to validate tower position

    if true

    -> create game play tower at XY location

    ->set D&DTower invisible

    ->set D&DTower position to ojbect(icon)

    -----------------

    as for fighting

    here is my suggestion

    put a invisible sprite sensor over each tower(this is the range)

    for each enemy

    collision with sensor

    -> rotate tower(that belongs to the sensor) towards angle(tower, enemy)

    ->check angle change. If angle change = 0. Shoot

    sorry that I'm not going to do a tutorial. but doing this is most of the core game play. I'll help people to get on the right track, but not one to make the game for them :D

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jayderyu

Member since 11 Apr, 2012

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