silkc2's Recent Forum Activity

  • Hi guys

    From this capx, can anyone help me with two points please?

    https://dl.dropboxusercontent.com/u/116 ... sHelp.capx

    Instructions: Hold mouse over the red "spider" to get a boot, pull boot back and release to kick. Only works when spider is idle / "GO" appears.

    1, Every so often, the boot kick will do nothing. And you have to pull it back much further than usual to kick the spider. Is the spider stuck? Or something?

    2, Can anyone advise on the settings I need to make the spider have no bounce at all or very subtle if any. e.g. hit a wall, drop straight down. Hit the floor, no bounce. I tried elasticity 0 but he still bounces. Basically I want him to come to a standstill sooner and not bounce all over.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have a boot want want it to kick a ball. The boot is temporary but will impact the ball to cause velocity. I don't want the boot to be impacted by any other other physics object in the layout.. how can I achieve this without hard coding every single other object to have the physics ignored?

  • From my c2 experiences so far, there is no coding. Are you saying there's a way to get under the hood?

    I'm already a programmer, so if I knew how to make c2 run against custom code I'd be a happy bunny.

    Basically I've started writing a game in XNA (again) but if c2 can do it all, I'll probably jump.

  • Hiya

    Can you please tell me at a very high level if c2 can do the following (I don't need a "how" I just need to shortlist which technologies I can use)

    * Tilemaps of a very large size e.g. 10,000x10,000 tiles

    * Object persistence on a map this size

    * Render only current viewport instead of having a massive canvas to fit the entire tilemap

    * Perlin noise or some equivalent

    * 4 Player multiplayer

    * Steamworks Support / achievements

  • Hello. I am intrigued if it's even possible to use construct 2 for this. Not so much the generation of arrays, but the fact that the world could be tends of thousands of blocks big. If you coded this in XNA or similar, you'd only render to the screen what is relevant.. but AFAIK construct 2 puts everything in memory. Or does it?

    Can a c2 dev explain if a game to the scale of terraria, with perlin noise generation for caverns etc, would even be possible?

    Curious because I'm about to embark of development of such a game.

  • Something like this ?

    simple timer for bullet delay

    Timer did the trick, thanks. :)

  • Don't put it in a sub event, just put it right under the wait statement in the same event. See if that works.

    Have tried, same issue..

  • Try getting rid of the "else" event

    Then I can fire / slash infinite times at once.. I only want the wep on screen once at any one time and the Else.. delivers that logic.

  • On LMB I do a sword slash, on RMB I allow the weapon to be "fired". I want a time penalty for firing the weapon which is "WeaponRespawn".

    Here's a code snippet:

    <img src="http://i.imgur.com/wm04Zr1.png" border="0" />

    Problem: First time it works, second time it does not, third it does, fourth it does not, etc.

    On debug I can see "WeaponLaunched" is being set to 0 right away on each 2nd shot. Can't see how this would happen.

  • Aha, Set Angle "No" does the trick. Never mind!

  • Hi All

    How can I rotate an object without it affecting the bullet behaviour? e.g. I want to send a spinning dagger across the screen. But changing angle or using rotate seems to mess up with bullet big time.

  • I see a lot of views but no replies.. is this really still not doable? :(

silkc2's avatar

silkc2

Member since 28 Jan, 2013

None one is following silkc2 yet!

Trophy Case

  • 11-Year Club

Progress

11/44
How to earn trophies