Mayfly's Recent Forum Activity

  • R0J0hound

    Thanks for the ideas. I found a nice video about a MTB game written in Box2D which explained something similar to what you had. I guess I was too ambitious to try it with skeleton only joints / limits. Is the link to the correct CAPX? It is for a ball physics example.

    Cheers

  • Can anyone help with limits to set up a nice joint in these physics to complete a rider skeleton? If I fix the feet I cannot seem to find the right limits on min and max to get a natural feel.

    I also have a problem trying to set up the cranks. If I set up a gear ratio for the cranks to the rear wheel the rider resists the turning and locks up the rear wheel

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  • Bug?

    Looks like a bug. How did it happen? I know the buttons at the top that effect the graphics can go funny when restating. I need to change how I handle that as it changes the game scale to a lower res but seems to go zoomed in or out sometimes.

  • Thanks R0J0hound that works in principle. My issue is once I connect up the rest of the rider it stops the front wheel turning for some reason. I'll have a search for some guides on Chipmunk as even if I fix the pedals so they do not spin my rider does a crazy 'dance' wobble at the moment. Seems to act quite different to how it did setup under C2 physics.

  • R0J0hound

    Would you mind checking this example? https://drive.google.com/open?id=0B6SE3 ... mJTemxHOUE

    Hopefully I am doing something obviously wrong but I can't seem to spot it. I am trying to attach the crack to image point '1' and then have it turn. It seems to always setup the joint to the origin through and cause it to move strange.

    Thanks,

  • As routes are good, but is not registering the record, which is quite possible to implement.

    Missing the end of the routes, put an option to return to the menu.

    I've updated the main game version to make sure the lap timer works fully now. Just one track at the moment but I'll make some more soon for testing and have a simple title menu to choose. Once I develop the basic physics more I will add a high score board for lap times. Hopefully I can learn Google play leader board for Android version.

    Ha ha, man! I was having fun since 10 minutes by just trying a backflip transfert.

    And I did it, after 10 tries. I really like those kind of games where you hardly Die & Try, and get so excited about doing successfull transferts.

    Well, I think it's already a very good start. Physics is good, I'd love to be able to test more map.

    Congrats! ????

    Glad you Enjoyed it. I do actually plan a backflip mini game once I've sorted the racing. I was thinking a Cool boarders 2 style way where you hold to prepare for a flip. The longer the faster you spin. I was going to keep it hard though so you need to learn the perfect timing for single / double flips etc... Get it wrong and you land on your head! I did also make it do C on the keyboard does a no hander but you cannot land one yet =P It's still entertaining though

  • guimaraf thanks for the feedback. I've removed the ok riders.... watch the lights' and just made it a short pause and light sequence now.

  • Hi,

    I wanted to start progressing my BMX game again now that exporters seem to be able to handle the physics better. (My final intended platform will be Android).

    Feedback of the gameplay / visual style would be appreciated in the early stages while I am progressing. The latest version of the game can be played online on this link: http://2dbmxflat.bitballoon.com/

    I started with a 'flat' 2d feel, then went to a 3d feel and have now decided to go back to the flat 2d feel. It is easier to create and alter the track pieces. It also just felt more fun. (The older 3D attempt can still be played at http://2dbmx.bitballoon.com/)

    In terms of controls currently there are two ways to play.

    On the PC you can use arrow keys to move and lean. Z and X then let you wheelie and bunnyhop.

    On a phone you can use the touch buttons (These also work on a PC if you have a touch tablet etc..) The smaller left yellow button is wheelie, smaller right red button is bunnyhop.

    Pressing pedal or brake in the air helps you lean (Think MX Giro effect).

    The 5 colour squares will also change the quality settings to help it run smoother on older phones.

    I am currently porting over the game from C2 physics to Chipmunk. I am hoping this will give me some better options and also allow it to run smooth on mobiles. My next stage will be to develop the controls more. I plan to make the bunnyhop more useful / realistic and also improve the wheelie. I did look at tilt rotation but found it hard to get a nice feeling. I might have another try but if its too time consuming I'll probably stick with the current tilt method.

    I'll throw together some more tracks for testing over the next few days.

    Thanks,

  • Hi,

    Can this import a user picture from their PC or just get it from an online web base?

    Thanks,

  • Bump to see if anyone knows how to do this? I am desperate now!!!

  • Bump to see if anyone knows a way around this? Ashley?

  • Hi mrline

    There is a behavior called Draggingvector. Assign that to the sprite and then choose Horizontal or Vertical in the settings.

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Mayfly

Member since 24 Feb, 2013

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