jeffige's Recent Forum Activity

  • Ahh, never thought of that. Thank you. Although this may be quite a few added sprite animations. Possibly 36+.

    I'll check it out.

  • I don't think C2 has that ability. You may have to try and do it in a sound editor 1st, save it as left or right, then play which ever one needs to be played. i'e: if on left screen - Audio > play left...

  • I've seen the few posts abut this but they are using the gamepad.

    Right now when you touch the thumbstick the ship automatically moves/rotates, which makes it look weird. I'd like to have no ship movement when the thumbstick is 'touched', only when they thumbstick is not inside the dead zone.

    I'm using custom movement with actions like these:

    Touch - Is Touching Thumbstick -

    System > angle(ThumbstickBase.X, ThumbstickBase.Y, Touch.XAt(thumbstickTouchIndex, "UI"), Touch.YAt(thumbstickTouchIndex, "UI"))

    Player > 4*distance(ThumbstickBase.X,ThumbstickBase.Y,Thumbstick.X,Thumbstick.Y)

    Any help is greatly appreciated.

  • Thanks for the replies.

    Yes, the ship will move/rotate in 360 degrees. And the walls have different angles...

    I was trying to have a tiny explosion at point of impact but i may have to regulate that to the generic player flash, since there are too many walls to get a comparison.

  • These may get you started and help a lot.

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    And a very good video tutorial -

    One thing to keep in mind is that the larger your window, the more of the layout you will see. And the smaller the window, the less of the layout you will see.

    This explanation may help you with understanding. It's purely about 16:9, 4:3 aspects, but it shows what different ones will show in your game...

    http://v-play.net/doc/vplay-different-screen-sizes/

  • In my game i have walls with different lengths, angles and elbows. I'd like to spawn a small explosion at the point of impact between the wall and ship.

    I've tried a few things but it wants to spawn the explosions at the image point.

    Any help with this would be greatly appreciated.

  • Try and set 'time scale' to 0 for 0.5 secs. This will pause the movement.

    So... (Event) Sprite > On collision with Wall - (Action) System > Set time scale to 0 (2nd Action) System > Wait 0.5 Secs (3rd Action) System > Set time scale to 1.

    Every time the sprite hits a wall it will pause, then be able to move again.

  • This Brother Is Amazing!

    This is my analogy: Toby took a beat up old car from the junk yard and turned it into a shiny new BMW.

    And he did it for a lot less than what others wanted.

    I had a lot of sprites and objects loaded, but the events and actions were barely there. I told him what i needed. We went back and forth a few times, just to get a better understanding. He told me 2-4 days. He was done in 3.

    Not only did he do what i needed, he cleaned everything up for me. He added sub-folders, put only what was needed on each layout, added event sheet Includes and put everything nicely in groups and sub-groups.

    Communication was awesome. A week after i got the capx back he contacts me and asks if everything was going good. There were a couple things with the player object, no fault of Toby's. He quickly worked on it 3 times within about 30 minutes. Everything is perfect now.

    This dude knows his stuff. And he knows C2. If you need a little help, hire this guy. You won't be sorry. Just one thing, if you're a bit new to C2 like i am, be ready to look over your project for a time. The way Toby adds everything will seem confusing at first, it was like i was trying to read French. But you will soon find out it's so smooth, organized and clean how he does it. Easier to read and understand.

    Save yourself some time and headache, Toby is a lifesaver.

  • I'm trying to combine these two examples (not to mention the awesome example i got from Cipriux)

    Kyatric's Asteroid clone in less than 100 events

    and

    LittleStain's Thumbstick-template (with capx)

    The reason is because in Kyatric's great example it only uses key's for movement, not a thumbstick or touch. And in LittleStain's it doesn't use the custom movement i need for the rocket, like accelerate and rotate.

    Even if i only had a round sprite object that used a touch input for the angle, rotate and custom movement would work. I spent all day yesterday trying to combine 3 or 4 different examples/ tutorials but can not replicate the custom movement.

    If anyone could help me with this problem, it would be greatly appreciated.

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  • Wow...i actually understand now.

    Thanks oosyrag.

  • Thanks for the reply, but you explain a bit how to corelate that into animations?

    On my phone:

    39-48 fps

    65-89 cpu

    10,000 particles

    Ofcourse my game won't event come close to that many...particles.

  • In my topdown space game i'm gonna have:

    10-15 spaceships with thrustes.

    2-3 animated electric gates

    Animated vortexes

    An animated mine that will be duplicated 30-50 times to mimic a mine field.

    All of that along with the players ship thrusters, lasers (bullets) for all on screen ships and small explosions each time a bullet hits a ship, plus larger explosions for when the ships health runs out and explodes.

    Will this be too much for the cpu to handle?

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jeffige

Member since 28 Oct, 2012

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