randomly's Recent Forum Activity

  • Hey everybody, been stuck with this for a while.

    Following scenario:

    I'm building a (very) simple pool game. Currently, I'm setting up the basic control of the queue.

    Basically, what I'm trying to do is this:

    • When the mouse button is pressed, the queue's angle gets locked (no problemo)
    • the queue gets moved on its current angle according to the distance the mouse gets moved while the mouse button is pressed (here is the issue)
    • the queue should just be movable in one direction

    I figured, I have to do some sinus and cosinus callculations to be able to perform this for every possible queue angle.

    I worked out some solutions, experimented a bit with lerp, but in the end, I couldn't combine both x and y coordinates. One on its own (obviously) wouldn't be much of a problem.

    If there would be a way to combine both X and Y distance of the Mouse, then I could use the "move forward" action for the queue..

    Did I explain well what I'm up to?

    If not, I'm happy to explain if there are questions.

    As always, anyy help is aprecciated.

    Thank you.

  • I guess, "sonido" is your sound volume?

    Seems like you're doing everything correctly.

    No idea what's the issue here. Still, I wouldn't switch to the save system, but rather wait for somebody more capable than me to answer this for you.

  • So, how did you implement LocalStorage?

    Could you upload a screenshot?

    Also, make sure to make the event-chain look like this when getting the key:

    Get item "volume"
    On item "volume" get
         -> set volume to LocalStorage.ItemValue[/code:2lu5jke2]
  • You could also try the "LocalStorage" object.

    Actually, I'd recommend you use the "LocalStorage" object rather than a whole savegame system since LocalStorage gives you control over what you save, takes up less space and consumes less CPU.

  • Well, I didn't test the Scirra Store yet, but I'd say it's pretty trustable.

    And even if something doesn't work, there's a whole community to ask.

  • I'm afraid, but that's something between you and the store host, we can't sort anything out for you concerning stuff that isn't directly connected to C2, such as third-party stores.

  • (Assuming your points are 1 by 1 pixel)

    You could create an invisible object called "CoorTest" for example.

    You could then create a function with two parameter, x and y and call it "TestCoordinates" for example.

    This function would set the coordinates of "CoorTest" to "FunctionParam(0)" (X) and "FunctionParam(1)" (Y).

    It would then test whether "CoorTest" overlaps with any point, if yes, the fuctions return value gets set to 1, if not, to 0.

    Like that, you could run the function each time you want to check for a coordinate already being occupied and getting the result as a return value.

  • I'd appreciate a capx, yes.

    I don't know how you perform the flipping atm, but I'd just simply lerp (or qerp, whatever you prefer) the width to zero, spawn a new Sprite with the appropriate card face and width 0, destroy the cardback and then lerp back to the initial width.

    You could simply put that card on top of the z-order at any point of the lerps.

  • m302 Could you please re-explain the issue you are having?

    Is it the fact that the ball sometimes doesn't bounce high enough?

  • Yep, just go with the action "Set audio playback rate".

    That's it.

  • Could you please provide the .capx for your project? Thank you.

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  • There is those badges containing Upvoting, e.g. "Upvote your first comment".

    Didn't find any button for upvoting comments anywhere though...

    Is the upvoting function disabled or was it removed from the website?

    Or am I just too blind to find it?

    If it is disabled, could you tell me why it was done so? I'd really appreciate that forum function, would improve thread commenting a lot.

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randomly

Member since 26 Sep, 2016

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