philx's Recent Forum Activity

  • i guess this would be possible to achieve but way to much effort since the pathfinding behaviour is actually doing this for you.

    I assume your problem in Point 1 is that you havent set the Settings on the Blue players Pathfinder Behavoir in the right way. There is a selectable area called "Obstacles" where you can choose between "Solids" and "Custom". If you hit Solids there and apply a solid behavior to all your walls or whatever the pathfinding behaviour should work for you.

    3. you could use like: on collision with "green lamp" -> set the enemeys movement speed to 0.

    EDIT: Just open the example file for Pathfinder in Construct and look how it's done there. (New->Pathfinder Example)

  • o.k I tried both by now and I really tend to use cocoonJS. App testing on a device is much eazier and performance seems better. with the Mobile Launcher it's possible to run the app/game locally on every device. appLab is not that good i thought. Another great Feature is that you can compile your C2 Export zip file to an Xcode Project! AFAIK that's not possible with appMobi/intelXDK

    Joannesalfa I havent Launched my game in Xcode but in the CocoonJS Cloud Compiling settings you can add a custom "Launch Image". I guess this is ment to be the splash screen. And if not, can't you just change it in Xcode manually? Correct me if I'm wrong .. I haven't tried it yet.

  • Joannesalfa

    whould you recommend Ludeis' CocoonJS then? i got to make my descision soon. keep in mind that my primary platform is iOS.

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  • i have tried intelXDK the first time these days. It's really simple to get your App to work in the XDK and you can easily run it on iOS Devices with AppLab. But I haven't found out yet how i can export my project to an IPA which i can really test locally on an iDevice with Xcodes' test deployment. I don't know if this is even possible.

    to answer your question: i haven't tried CocoonJS yet but if I won't find out about the realtime test deployment soon, i will try to do it with Ludei's Cocoon JS and inform you about my experiences.

    ah by the way .. when i was compiling my game with appLab i didn't notice a big difference in performance ..

    I gotta say that both look very serious. I got a bit shocked of appMobi because of all that Credit Card stuff. Don't what's that all about. aditionally Ludei is about to provide 3D support which is reeeally cool though..

  • i'm using Spriter aswell. Maybie u could try out ShoeBox or Pro Motion(commercial) too.

  • what's the blue player character for? can he switch on/off lamps?

    1. try to use the pathfinder behaviour. there is a very good example built in in construct just look for the pathfinder example when you hit new project.

    2. the distance between two sprites can be calculated with the distance() command. for example: distance(lamp1.X,lamp1.Y,yellowP.X,yellowP.Y) then you could save the distances to an array, sort the array by numbers and pick the smallest one. i havent workd much with arrays by now .. maybie there is an easier solution.

    3. how do the enemeys move? with sine behaviour? (like up and down) or do they change directions and chase the yellow guys? you could use something like every tick , if enemey is on collision with green lamp -> set position to self.X , self.Y then he will just keep staying there as soon as he gets in touch with a lamp so he'll not be able to move inside the lamp.

    4. player, on collision with enemy -> destroy

    i hope this could help a bit.. otherwise u may need to be more specific or someone with more C2 skills has to join in here ..

    • the random rames:

    add an event: Every 2 Seconds set frame (of your sprite) to 30-random(31)

    .. set frame to 30-random(31) will choose a frame between 0 and 30.

    • downward movement:

    add an event: every 2 seconds set Y to self.Y +50

    .. set Y to self.Y +50 will move your sprite 50 pixel downwards every 2 seconds.

    does that anser your question?

    here's a quick demo i created .. keep in mind that i just used different colours for the animation frame.

    dropbox.com/s/4y7gri2uj0clxm5/demo4cubits12x.capx

  • you could try it with a limited revolute joint.

    simply ad physics behaviour to your catapult and stick it to the green arrow. then add some degrees.

    i dont know if this is gonna work .. u gotta try it.

  • You can have different frames for your gun sprite. how does your character look like? did you stick the gun to the player by a separate sprite? if you did so, you can simply change the animation frame. for example frame 0 is your normal gun. frame 1 is a shotgun and then set the animation frame to 1 if the player is on colliosion with the powerup sprite.

  • i made it.

    here's a live Demo

    googledrive.com/host/0B7m-eoWIKsSMeVNlVzBzMTdFanM/index.html

    and this is the capx file.

    dropbox.com/s/j5v8oi5ruuyyp4y/multiple_touching.capx

    maybie i'll do a tutorial later on.

  • awesome! what maths is behind this? Can you show us a Demo of your space game where you used these background?

  • This sounds awesome. Do you know whether i can export to Cinema 4D with Make Human or not?

    The motion capture database seems very interesting because when i created a walk animation for the first time .. about two weeks ago .. it kinda looked like my character was moon walking all the time :D

    thank you.

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philx

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