GeometriX's Recent Forum Activity

  • Sorry, by update I mean apply the pin (and position) again.

    Example capx.

  • zatyka thanks for sharing that. I've never actually used the sine behaviour before, believing it was restricted to movement only as seen in the platformer template.

  • I gave your sprite an instance boolean variable called growing. Set growing to true when width is 80px or below, and set growing to false when it's 90px or above.

    Every tick, if growing is true, increase size. If it's false, decrease size.

    Updated capx.

  • CrudeMik, wow, thanks for pointing that out. I hadn't noticed that roll-off factor before.

    I'd suggest setting the individual volumes for audio that you want to travel further, and setting the roll-off to be low enough to compensate. It'd need some playing with but I think it'd work quite well.

    KaMiZoTo, I've updated my demo to show you the roll-off in action.

  • Do you mean that I can delete all my mouse events and just replace them with touch events and it will work perfectly?

    Yup. You won't have access to mouse wheel or right-click, but if you don't need them, then it'll work perfectly.

    How about if I need to test the project on the laptop? I will need the mouse events, right..?

    Nope.

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  • That "every 2.5 seconds" at event 15 is weird, and seems to be causing the issue. Disable that and replace it with system->trigger once while true. Also set event 14 to trigger once.

  • You should update then :)

  • Mouse events are not automatically converted, unless the tablet has mouse emulation enabled (but don't bank on that).

    Otherwise, if you don't need right-clicks, you can set your touch object to simulate mouse clicks. It's on by default, I believe, but can be set in the properties pane under "Use mouse input".

  • Thought it'd be a fun challenge to play around with this, so have a look at what I've come up with:

    Example capx. Drag and drop the green circle.

    It's in two parts: setting up positional audio to get the left/right channel stuff working, and I used the distance between the sprite and the audio generators to determine their volume.

    I tested this at quite low volume. Obviously it'll need tweaking according to your setup, so please start with the volume down low.

    I do agree though, an attenuation percentage setting would be brilliant.

  • You mean other than using the drag-and-drop behaviour?

    You'd have to manually create the behaviour then, but instead of updating the object's position to mouse.x,mouse.y every tick (or as the mouse button is held down, specifically), use lerp to get a smooth movement: lerp(self.x,mouse.x,0.5);lerp(self.y,mouse.y,0.5).

    The object will appear to lag behind the mouse, but adjusting the lerp interpolation to whatever is suitable will help minimise that while still smoothing out the movement.

    Example capx.

  • Image points do mirror properly, but the pin behaviour doesn't update upon mirroring. So when you mirror the character, you need to update the hair's position and pin (and probably mirror it, too).

  • Dash jump works perfectly for me. Your code is right, checking to see if "jumping" is playing and if it is, setting platform speed to 600.

    I'd just suggest that you check to see if the player is in air before allowing the dash, otherwise he can "jump dash" (not the same as dash jumping) while in the air, which just looks weird.

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GeometriX

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