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  • It would be convenient, and it's also very doable with a simple expression.

    Use the action Set position, and enter whatever relative position you'd like into the X and Y boxes, such as ObjectB.X+50, ObjectB.Y-150. Alternatively, if you want the object to always be locked to another, use the Pin behaviour once you've moved ObjectA into its initial position.

  • Actually, oddly enough, there is no tutorial for using the gamepad object. The manual entry, however, does explain exactly what the 0 and 1 means. If you're not willing to do at least a modicum of research on your own, then you're going to have a lot more trouble than just getting gamepad movement to work.

  • The exact instance of the floor object has already been picked ("found") in the event I described, so at any point in that event you refer to the floor object (such as by UID, or in an expression), you're referring to that instance.

  • Yup.

    Also, just in case you hadn't noticed, the touch object can emulate the mouse object as well (it's enabled by default) - useful for testing mobile apps on desktop.

  • If you're planning to export with CocoonJS (and Intel XDK too, I believe), the button object isn't supported, so you'll have to use sprites anyway.

    When you say spam, do you mean click-spamming? To prevent this, give each sprite a timer that is activated upon each click, and only allow clicks once that timer has expired: use the Compare two values condition in the On touched object event, and check if the expression Sprite.Timer.CurrentTime("AntiSpam") is equal to 0.

  • andreyin: That's the exact expression that I posted in this very thread :P

    You might notice that the expression doesn't do exactly what the OP requested, but since there's still some confusion about this, here's the expression that you use to get aiming with the right analogue stick: angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3)).

    Note the axes specified there - those refer to the right stick, whereas 0 and 1 (as in my first post in this thread) refer to the left stick.

    The example capx that I posted in the other thread earlier.

  • Nice one. You've nailed that creepy, unsettling tone quite well with sparing use of music and sound effects.

    Only issue I found is that the context-sensitive icons seemed to be pretty random - it almost always went to the look icon; very seldom would the use/take icon trigger for an object I could pick up. I'd also appreciate a talk icon.

    Overall, quite slick - especially for a jam game. The single-click interface is a nice idea, and the whole thing has this "murder evening" feel to it which I really enjoyed.

    Great references, too: Donnie Darko, The Shining, Clerks :D

  • You can pick the platform beneath the object with Object -> Is overlapping at offset (0,1). Then set the object's angle to the platform's angle.

    It's a bit quirky though, and you'll find yourself running into a lot of instances that require workarounds. You also have to be very careful about what angles you set your platforms to. I had this same functionality in an earlier version of my current project and eventually scrapped it because there was so much fiddling required.

  • Brilliant idea, but sadly I do think most of us wouldn't be able to attend.

    I go to London at least a couple times a year, but I doubt those visits would ever coincide with a meetup event. Still, I'll keep an eye out for the date and see if I get lucky :)

    Otherwise, is anybody going to be at GDC/Gamescom? I'll be at Gamescom, so maybe we could arrange something there?

  • Yeah, I realised after I fully tested with movement and aiming that I was referring to the left analogue stick there.

    To be frank, you should know how to fix this - you need to spend some time working through the manual and trying to understand how the gamepad object works and how axes are indexed.

  • This question came up earlier today, and I answered it already, but here's an example capx that includes movement controls.

    It's pretty rough, but it functions well enough.

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  • Ashley, aha, thanks for clarifying that.

    Turns out that having a bajillion bullet objects (mostly enemies, but also collectable coins that bounce along the ground) in a level was the cause. It also seems that these checks happen even the bullet behaviour is disabled. Is this something that I simply need to accept, or is there a way around it?

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GeometriX

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