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  • Yup. We'd need to see a capx to know for sure what's going on. Just tired the exact event you described and it worked at intended.

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    Simulation perfect? Nope, but it feels real enough for what I'm trying to achieve.

  • Right. Would have to take the absolute value. Also guess it would have to be relative to the other object's velocity as well, since there will be two moving bodies.

    delta(abs(x) + abs(y)) would get the relative velocity, then plug that into for both objects with their masses to figure out the force imparted on the other.

    That makes sense, for what little Physics I remember from 2 decades ago in the classroom.

    Edit: Also, before I make some poor physics major's head explode, I realize now after more research that I'm wanting momentum (P=mv) and not Force (F=ma).

    Right method, wrong formula.

  • I'd like to base damage in an upcoming game with physics enabled objects for collisions between objects.

    I THINK I just need to multiply the velocity X by velocity Y by the Mass of the object to get a reasonable "force" for which to base my damage on...but my brain doesn't want to accept this as accurate.

    Thoughts?

  • -Have your layer setup fleshed out before making the first level of a game with many layouts. It's incredibly boring to mirror layer changes across 50+ levels. (@Ashley this seems something the engine could well improve upon.)

    I can't agree with this more. Your UI and controls should be finished before you even think of level design.

    And, yes, I would to see a "duplicate layer" feature.

  • Ajax is client initiated. Websockets would be the way to go, but that's another can of worms altogether. I'd suggest finding some good tutorials on Websockets before deciding to go down that route.

  • You can use the hash or query of the url to get data from outside of the app when it starts using the Brower Object

  • This somewhat false, although it takes a lot of backend work to do it right, and it's not for fast paced action games. I'm working on rewriting an online game I had running a couple of years ago in C2, and it's working great.

    Games that can live with Ajax calls as a primary means of playing can be done very easy in C2. Your C2 app becomes a UI container while the backend does all the work. It checks for updates from the server every x seconds, and when you click a button it sends that to the server for processing.

    A battleship style game could be done in this way...but again it's beyond the scope of C2 itself to pull this off, as most of the game itself is being computed on the server in whatever language you're using there.

  • It depends on your background, Ashley. As a programmer, I prefer to see some of the multiple conditions broken down into sub events, as I visualize it more like traditional if then else statements. It's that indent that makes it look right to me. ;P

    Dealt with too many languages that would throw an exception if you tried to read a property or value from a uninitialized or null variable, so it's so ingrained in me to check for the existence of something before I start manipulating it that it just feels wrong for me sometimes to load up conditions on the top level of an event.

    Old coding habits (and most of them are bad habits) die hard.

  • Add a variable isSliding. Set it when you start State 6, remove it once State 6 is finished. Add a Not isSliding to the event that sets State 1. (if that made sense)

  • I'd have to see an example of the event in question, but generally you add conditions to the event in question until you've got all of the requirements covered. Just right click on the event you want to add conditions and select "add another condition".

  • So, knowing that Construct 2 is designed to create HTML5 games, you decided to complain that Construct 2 is designed to make HTML5 games. I'll let you sort that out on your own.

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theubie

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