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  • I would make 4 variables.

    StartX

    StartY

    EndX

    EndY

    On touch begin, I would set StartX and StartY as Touch.X and Touch.Y.

    On touch end, I would set EndX and EndY as Touch.X and Touch.Y once again.

    What I'd have had there would be the start and end of my drag. From there I could use the angle(StartX,StartY,EndX,EndY) to find the angle the player has drawn. From there, I can launch the projectile to the Angle I just calculated. If it's inverse or anything like that, you could just use -(angle(StartX,StartY,EndX,EndY)) or something mathematical along that lines.

    <img src="smileys/smiley1.gif" border="0" align="middle" /> Hope this helps!

  • retrodude Thanks for the nice comments, I used separate objects and pinned them to the monkey. I like streamlining things, my monkeys are actually one Sprite object, with 4 different animations, this simplifies so much of the switching in between, and the pinning pins to the position say no.2 which would be the hat point.

    That's because the game is meant for iOS, and it is meant to be retro-styled, so I limited the game's resolution to about 1/4 of the actual iOS resolution :)

  • Yeah, the obvious advantages of C2 separating pinning and moving the object to the point would be that you can pin two objects which don't need to be at preset points, endless possibilities in physics games.

    Glad the advice helped!

  • I didn't tell my little cousin that I made the game, I let him play it and he kept asking if he could play it on my iPhone after that!

    :) made my day

  • I thought you were about to criticize Newgrounds for losing its focus on gaming.

    Hahaha! Misleading title :)

    Thanks for using My irrational fear of Unicorns as an example!

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  • I am very impressed by the art style, I especially liked the guy with the red nose.

    I really hope the best for this :)

  • No it's not possible.

    I've tried rotating them xD they just don't render that way I guess, a limitation as for now.

  • Also to add on, a smarter solution to making the object follow the player would be to use the pin behavior on the item object, on pressing space when objects are colliding move it to the player and pin it once. No need to do it every tick :) hope this is useful to you!

  • Right after 11 happens, Construct detects that 12 is true because you just made equipped = true.

    C2 works in that order, you solution might be in adding an Else before 12.

  • Hi, what about giving the sound a tag like "enemysound" and before playing the sound, add a condition to check if that sound is already playing? :)

    For the 2nd question, for each should be working, I'm on my phone now so I can't view you capx, but the problem may lie in some other conditions.

    The last question, it depends on your final export format. For most exports, I think C2 automatically removes the irrevelavnt and unneeded formats on export.

  • Wow, you seem to be making very good progress. I kind of have up on the idea of a photon/c2 plugin, but I guess there's hope afterall!

  • Try now! It was taking a little while to upload from dropbox.

    Whiteclaws Combos are basically just not ending your hitting enemy streak, sometimes enemies are behind obstacles, Kuno can tumble and keep enemies infront of her for a long time, she can reach the highest combos, but the problem comes only when enemies are far away you can use Cybo to attack behind that. Right now, some balancing is definitely needed though :) I easily got to 800+ combo with Cybo.

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Rory

Member since 19 Jul, 2012

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