jeffige's Recent Forum Activity

  • beardedeagle

  • foxium

    Separate the animations. Add the 'poof' animation by itself.

    EVENT Bee on collision with (whatever kills it) ACTION 1 Bee Destroy ACTION 2 Bee Spawn Poof on layer X (image point 0)

    Then there's no need to resize.

    *edited - sorry been up all night

  • foxium

    So the bee flies around? When does the 'poof' animation play? When the bee lands on something or when the bee is destroyed?

  • kab Yes.

    Cause with the 'or' in between keyboard and floor, hero can still move right if he IS NOT on the floor.

    You want 'On the floor' to be the main event on both keyboard and touch.

    (main event) on floor

    (sub-event) keyboard

    (main event) on floor

    (sub-event) on touch

    If you are making a platformer - use platform behavior. Then:

    Touch > On touched ARROW UP - Hero > Simulate platform pressing jump.

  • kab I understand now after seeing your image. You can't have the 'or' between keyboard and is on floor.

    What mekonbekon says should work.

    1st you have to test if hero is on floor (main event)

    Right click on that event > ADD - sub event > Right arrow is down

    Right click on that event again > ADD - sub event > Touch

    Imo it's better to separate desktop and mobile controls, each in their own group.

    At the start of the game, if they TOUCH play - System > set group active "mobile controls"

    On any key pressed (or whatever key you want) - System > set group active "desktop controls"

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  • Phoenixbowman

    This is one of my thumbsticks, and the easiest to follow:

    Again, it seems like a lot, but it does move pretty fluidly. And if you'd like, you can set the thumbstick (the small inner circle) at 0% opacity so it won't be seen.

    There is a way to do this just with a touch input and without a thumbstick, but imo users tend to slide their thumb around the screen, which makes them have to stop, lift their thumb and bring it back down to the corner. This way it gives them a point of reference for their thumb.

  • 1st question: why do you need to add those to your project?

    2nd question: are those for the build after exporting your C2 project?

  • Imo having even a small circle inside a larger one helps the user visually. Someone helped me with this before, having a small circle inside a larger one. And it was constant and fluid.

    The smaller circle did not need to recenter to move again.

    I'll see if i still have that capx later today. In the meantime, do a forum search for 'thumbstick' and browse through the posts.

  • I'll be at my laptop in about an hour or so, to better help.

    I can't remember the exact properties, but usually the top properties are the most important.

    Have a look at physics

  • I'm not at my laptop so i can't see your capx...

    But...

    To make an 'or' condition - click on the left most part of the event, so both the event AND action are highlighted. Right click (i believe) and a box will appear.

    Click on 'make or block'

    Repeat the right click action as i said above. This time choose 'add event below'.

    Add your 'Touch - on Touched object' event.

    Now click and hold in the middle of that event, drag it up to the event above.

    It should look like:

    Keyboard - Right arrow is down

    Hero is on floor

    OR

    Touch - On Touched object.

  • I won't be back at my computer till later today, but now that i see it.... Physics behavior on the block might be a good start. This will allow in-game gravity to take over, almost like in the real world.

    You'll probably have to mess with the settings to get it how you like.

  • No clue what you're trying to convey. Upload a screenshot so we may better understand.

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jeffige

Member since 28 Oct, 2012

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