jeffige's Recent Forum Activity

  • I have 2 blades that face left and right and should spin in place, when I try to use:

    BladeRT - Rotate 360 degrees Clockwise

    of course it turns clockwise

    BUT

    When I try to

    BladeLT - Rotate 360 degrees Counter Clockwise

    both blades turn the same direction.

    I tried using "Clockwise" on both, "Counter Clockwise", even a -360 degrees, they still rotate the same direction.

    Any help would be greatly appreciated.

    BLADES CAPX

  • I have a static background game that plays in portrait mode, I'm wondering about how to implement a scoring text bar.

    In the game there are 3 different colored cones in which the player must catch the corresponding balls that fall from the top before they break through the corresponding blocks at the bottom of the screen.

    I'd like to have 3 different colored balls that represent the colors with the total number of each balls caught. I don't know if I should make a solid black bar (which it would it be a sprite?) or just anchor the score to the bottom.

    I'm still in the design phase, but this outcome will greatly affect the look of the game.

    Thank you ole wise ones' for any help.

  • Been working on this for a while with the help of LittleStain and the catapult example. I got the puck to move forward in the direction of touch, but you could still touch it and send it off while it is sitting anywhere on the board. All I had to do was mess around with the numbers...

    C2 stopped and closed while I was editing the event sheet, now half my work is gone.

    I'd like the player to only be able to send it off with in a short distance. I thought about using variable angle after browsing the forum, but no clue on how to do that.

    Thanks for any help

    CAPX

  • Thanks LittleStain,

    Trying to recreate your events to work for mine, but 1st thing i see is the box shoots off the layout. I added wall boh daries in mine to see if that would help. Also, how could i get the box to slow down as in real worl? Would i use physics then adjust friction?

    Thank you, again.

  • Thanks for that LittleStain,

    The end result will be a puck centered at screen bottom. Player swipes a finger or left mouse click and push up on pc, to send the puck upwards to scoding area, which there are 3, just like on a table shuffleboard.

    The swipe/ mouse click should be a very small area as in shuffleboard. When player sends off another puck it should be able to bounce off other pucks. I was thinking i would need to use physics, but i haven't even got to the point of sending the puck off correctly yet.

    Thanks again for any help.

  • Thanks Blacksmith for the reply.

    Since I don't know how to test it on my android phone yet, I am stuck with my pc. J got the puck to move with move toward mouse.x & mouse.y but it the puck moves off the layout. I have solid, bound by layout and physics behaviors for the puck.

    1st, should i start with a general template or with a mobile template since i would like it played on both?

    2nd, i need to add move at angle on start of touch & end of touch, correct?

    I have all the sprites which is only 4 cause i would like to add multi player option, but i wouldn't think something so easy as just sending a puck off could be so daunting. I have worked through multiple tut's and even read through the manual. But if you don't know what questions to ask, you can't ask them, like should i use bullet,physics or none, and should i use move at angle, toward position, or speed.

    Again, thanks Blacksmith for helping out a newbie.

  • I am trying to create a shuffleboard type game for both pc and mobile, I browsed the forum & tutorials, but seeing how I am a newbie I don't know exactly where to start to implement a swipe event/action.

    I would like to use mouse with click and of course touch and swipe on mobile but most examples already assume you have some knowledge of the two.

    Could anyone point me in the right direction?

    Thank you for any help.

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  • I have a gold ball with solid and and bullet movement with angle toward mouse x, y. A silver ball with the same behaviors and

    System - start layout - system create object (random (1, 360) random (1, 360)

    Enemy - bullet angle of motion to random (1, 360) degrees.

    At game start, both balls bounce off walls normally. Silver ball changes direction when hit by gold ball the first time but after that the silver ball will not change direction when hit again.

  • Thanks, again.

    Is it possible to have a reverse lerp? As if the gold ball (player) falls down the hole the hole will spit it back out, say after 1 sec?

  • Thanks for the replies,

    I forgot 1 important point, it's a topdown game. I did get the ball to disappear, but it does so rather quickly. I have messed around with fade out times but get the same result.

    Again, thanks for the help.

  • I am trying to create a game where the BALL (player) must find their way to a hole, but I can't figure out how to make the ball disappear when the roll over the hole.

    Also, do I need an animation for this effect or can i just add the "fade" behavior to the ball.

    Thank you for any help.

  • Please someone correct me if I'm wrong...

    Looking over the forums and tutorials I was looking for "how do I add levels" But it seems they believe you are familiar with C2, which I'm not, yet.

    From what i gathered the (easiest) steps are:

    1) place all sprites, objects, etc... etc... on main layout - layout 1.

    2) copy layout 1 & paste to layout 2. (my game will use the same mechanis, gameplay throughout, only adding Bosses as the levels progress.

    3) change conditions, events & actions in layout per level as needed: "level 5: (Boss 2> health equal/ less than 5.

    That is what my brain has grasped so far.

    In my game there is a 3840X1024 layout. Player will move to the left to destroy enemy tanks, picking up certain random powerups. Player must maneuver/ destroy blocks ("breakout" style) to destroy enemy tanks. At the far edge of the layout a Boss will slide on screen. To go to the next level, Boss must be destroyed.

    There will be a statistics screen for the player to see how well they did, shots fired, enemies destroyed, etc, etc, a scroll/ shimmer splash screen of the games title followed by a "Level(?) splash screen. The powerups will always be onscreen for the player to click on to activate.

    So, does all of this needs to be on main layout and then in each layout for the level be called upon with conditions, actions and events?

    I've only been using C2 for a few weeks, but I am happy with my progress so far. Better than gamemaker & game salad.

    Thanks for any help.

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jeffige

Member since 28 Oct, 2012

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