RamPackWobble's Recent Forum Activity

  • Have a look at the lighting.capx that comes in the examples folder.

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  • Sorry not got time to go through it all but make sure you have your green square on the correct layer (you have it on the ui at the moment ?) and also should the the scroll to be going to playerbox.y or xbound.y ?

  • Thank you very much for sharing your examples!

    This will help me a lot. <img src="smileys/smiley20.gif" border="0" align="middle" />

    PS: : When you set the particles to solid I noticed there is an invisible square you can run into.

    Glad you find them useful. Looking forward to seeing what you come up with.

  • +1

  • <img src="https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/Ashampoo_Snap_2013.12.28_09h57m00s_001.png" border="0" />

    I guess it might have been worth making a function as 4 and 7 are the same ?

    Hope this helps

    (I certainly learnt something new about the conditional operator - which I've never used before)

  • another version version 2

    this version brings in acceleration to a max speed of the ball (acceleration is just bullet acceleration and max speed is on line 9)

    it also slows down the ball as it passes through the bats.

    one version (line 4)checks to see if the ball is going over 100 and then halves it

    ball.Bullet.Speed>100 ? ball.bullet.Speed/2 : ball.Bullet.Speed

    (I've not used these conditional operators before but it appears to work <img src="smileys/smiley1.gif" border="0" align="middle"> )

    the other slow down is in (line 7)

    ball.Bullet.Speed-((ball.Bullet.Speed>200)*100)

    which takes 100 away from the speed if it is over 200.

    I also added a random change of direction to the ball as it passes through the bats

    ball.Bullet.AngleOfMotion+random(-30,30)

    line 8 is to just stop the ball getting stuck going backwards ad forwards between two bats.

    lines 5 and 2 check for collisions as I have turned off the solid check in bullets.

    lines 3 and 6 check to see if the ball is going at the correct angle to bounce

    else (lines 4 and 7)

    pass through the bat. slow down the ball (if going fast enough). turn on acceleration. bend angle of the ball.

  • or another way

    pass through

  • make your own particles function - something like

    https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/fnparticles.capx

    in this quick example click the left mouse to create 8 sprites at the players location -

    just call the function with param(0) and param(1) being the location where the sprites will appear. Param(2) is the number of boxes. the boxes will spread out over 360 deg. alter family bullet behaviour for different effects. You could always add real particles/ rotation/ resize to make it flasher

  • Can you increase the time from every tick to maybe 10 times a second for the scale (which might give construct time to recalculate the physics assuming this is the case)

    If the scale is only to simulate z movement then maybe you could add physics to a sprite and overlay that with a second scalable sprite

    physics pin

    obviously the physics will only effect the physics object and the overlay will only react to what the physics object does...

  • I think I would give each family member a name stored in a family instance variable then step through that list.

    https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/familyexample.capx

  • could you use the pathfinding nodes and step through them - so you could check the distance to the next node and move there only if it is close enough ?

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RamPackWobble

Member since 2 Feb, 2013

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