MPPlantOfficial's Recent Forum Activity

  • Hi

    I know this is going to be "simple" to do but I am trying to apply the effect that when object A drops on top of object B , it pushes object B down and for a period or amount that has been applied, stays with it and then will be destroyed.

    This is difficult to explain so I hope I have made some sense of this

    Object B is getting squashed and destroyed?

    One way to do it would be to give Object B an instance variable: HP = 100

    Object A [is on top of Obj B.] | Object B HP - 1

    ^ Many ways to do this.

    If Object B HP <= 0 | Destroy Object B

    You can also set Object B.Height to: Current_HP*ObjectB.Height / Max_HP

    That way it will appear like Object B is getting crushed.

  • Step 1: Don't make a fan game from SQUARE and NINTENDO games hahahaha....

  • First, create an isolate Eye sprite

    If [player is not moving] | Stop Eye Animation

    Trigger once while true | Set Eye to frame 0.

    If [player is ] | Play Eye Animation from beginning. Set animation speed to [your desired speed]

  • You're welcome.

  • Game looks nice. Loving the art.

    Hopefully this will draw people into learning C2.

  • > Use DROPBOX.

    > Easiest way.

    >

    But how could they run the .capx ? ;-;

    Oh sorry. Export it through Android.

    Create the APK file and send it through Email.

    I don't know the file limit of dropbox but if it allows 20+ MB, then you can also upload the APK file then send them the link.

    Look online on instruction how to install APK file on Android devices.

  • Use DROPBOX.

    Easiest way.

  • Create a Global Variable SPEED_MULTIPLIER.

    Use that for ALL your movements. Integrate that in all your equations. That way you can just adjust the speed up and down by modifying the variable.

  • Dont really understand why it works at all. On collision the squared speed should be close to zero.

    Oh actually the illustration isn't clear. In that case, both VULNERABOX and BOX_METAL are sliding down thus both reached the maximum velocity.

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  • Depending on where the hotspot is, the pink box should always have a greater y than the brown on when they are overlapping.

    Actually I did consider this. But here's the catch: It's a rotating layout. I'm actually thinking of inserting a decoy sprite to be used as the relative 'higher Y' that keeps its position relative to the viewport.

    I'll have to do some tests.

    Also I forgot there's a 3rd case I just thought of last night:

    For this case I'm thinking of put Tilemap and BOX_METAL inside a family (if C2 allows) and replace the:

    overlapping TM at offset with

    overlapping SOLID_FAMILY at offset.

    Now hypothetically using the hotspot method it should work but I'm anticipating a whole other set of problems.

  • It's called "Interstitial Ads."

    https://www.scirra.com/manual/184/admob

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MPPlantOfficial

Member since 17 Feb, 2016

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