Sushin's Recent Forum Activity

  • If I want to replace my "wait 1 second" action an equivalent that uses delta time, how exactly would I go about that?

  • Thanks a lot sir. =)

  • > Thanks for the capx but that's not quite what I had in mind. Basically I want to be able to hold the object with the mouse before throwing it. I looked into easetween and i don't really know if it's what I'm looking for. I can't get it to work correctly. It seems to be for animation rather than physics.

    Solution (1 event)

    On drop - Apply impulse 6 toward (MouseX, MouseY) at image point 0

    (Crate uses drag and drop behaviour)

    Edit...The event above doesnt not work !

    This is my latest attempt-

    https://dl.dropbox.com/u/22173473/ThrowPhysics2.capx

    <img src="smileys/smiley9.gif" border="0" align="middle" />

    Oh..That actually works great.

    One problem though. I'm trying to get it to work with right clicking instead of left clicking which drag and drop stupidly doesn't seem to support. How can I do this without drag and drop?

  • Thanks for the capx but that's not quite what I had in mind. Basically I want to be able to hold the object with the mouse before throwing it. I looked into easetween and i don't really know if it's what I'm looking for. I can't get it to work correctly. It seems to be for animation rather than physics.

  • Hi friends.

    I'm making a game where I want to be able to drag and drop an object, but with having it so that if you let go of an object it motion, it will continue to be in motion (like throwing something with your mouse)

    The problems I've encountered with drag and drop and set position is that they immediately halt movement after you let go. Alternatives with "apply force towards position" are way too random and you lose a lot of control over the object.

    Can anyone help me out with a solution?

  • If I wanted to drag a phys pistol anywhere on the screen, making it accelerate towards and aim towards the mouse pointer, stopping acceleration when it reaches the pointer so you have an accurate shot, how would I go about stopping it's movement?

    The problem I'm having with this is that I can drag, drop and move the gun just fine, but once it gets to the mouse it starts doing loopies around the mouse position, or if I make it so it can't do that, it just starts falling downwards because of the phys gravity, still aiming towards the mouse pointer. There doesn't seem to be a way to disable or enable physics/set the gravity of a single object, otherwise this would be a lot easier for me.

    Anyone have any suggestions?

  • Thank you, but it doesn't seem like this formula compares the direction of the forces, in which case, if two asteroids are moving very fast together in a similar direction they touch slightly, they take the same amount of damage as if they rammed head on.

  • so would it be something like this?

    abs((total player velocity) - (total object velocity)*mass) = damage

  • So what you want to do is pick a random object that has a value of 0? I don't think you want a loop for that.

    You might want to do something like this:

    Event: Object.Value = 0

    Sub Event: Pick a random object

    SubSub Event: Do your stuff.

    I'm not 100% on that though.

  • Wow. That's helpful. Thank you guys. I think I may do your suggestion Paradox. =)

  • Hi. I need to do a type of F=M*A equation to calculate damage for my character (or perhaps something a little simpler) and I'm having a bit of trouble with it. This is what I have working:

    ((Building.Physics.Mass * (abs(Building.Physics.VelocityX) +abs(Building.Physics.VelocityY))) * 0.008)

    This works pretty well, except that if you are standing on something that happens to be moving fast (like driving a car or riding a skateboard), it will kill you...

    Can anyone help me out with a better equation?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello my helpful lovelies.

    I'm trying to add multiple levels and a total score to my game, and I'm wondering if global variables will be saved across different event sheets before I try this.

    If not, what would be the best way to adding things like score and best time to each level at the level select menu? Does it all have to be one big event sheet?

Sushin's avatar

Sushin

Member since 28 Feb, 2013

None one is following Sushin yet!

Connect with Sushin