Sushin's Recent Forum Activity

  • So in the picture which is the object to push and which is the explosion? Normally an explosion is round so the angle to push the object would be angle(explosion.x, explosion.y, obj.x, obj.y).

    It's possible to calculate the point of collision between a circle and a box but it's not really trivial. In your picture at least the angle from 1 to 2 is not much different than 1 to 3. I guess I'm not fully understanding the issue. Could you post a capx perhaps?

    Yes. That's what I'm doing. However, point 1 is obj.x, obj.y, and the line connecting point 1 and point 2 is the angle of propulsion, even though the contact point is at point 3, and the expected angle is closer to that of the line between point 3 and point 2.

  • I'm not sure what line you mean by the other one. Do you mean point 1 to point 3?

    It looks like you can get point 3 with (x2, y2+radius) if that helps.

    Yes, not necessarily the coordinates of point 1 to point 3, but the angle. That formula unfortunately doesn't help me very much because I'm looking for the coordinate of, or the angle to the point of impact between the circle and the rectangle.

  • So I'm basically trying to make this explosion push things outwards via physics impulse with this formula as the angle "angle(self.X, self.Y, ExplosionBox.X, ExplosionBox.Y"

    However, it pushes the objects in a very strange direction. As you can see from the picture, there are 2 lines. The line between Point 1 and 2 is the angle that the objects are being thrown at, but I would rather have an angle like the other one. How can I go about this? Is there a way for me to get the coordinates for point 3?

  • Hi Sushin, I tried it on a tablet but the controls are obviously for desktop/laptop. Still I got to the story with taps It wouldn't let me past that (even after the story rolled out).

    Could you please tell me which ads did you use? They displayed just fine on an android tablet.

    Thanks! Unfortunately the controls are only mouse and keyboard so it would be very difficult or impossible to play on a tablet or phone, but I am considering adding controller support before it's finished.

    I used Clay.io for the advertisement on the loading screen. It has a very nice plugin for Construct 2.

  • Thanks a lot guys!

    I wouldn't consider the game quite polished yet but it's still getting features and levels added, as well as other usability things.

    I will definitely work on the introduction cutscene a bit more and take your suggestions into consideration.

  • This is looking good. Do you have a playable version?

    I just posted my 2030 game looking for feedback;

  • Hi guys! I'm making a shooter and I'm looking for some feedback and suggestions. Specifically what you liked and disliked about playing would be particularly helpful. Also and bugs found and what browser you are using would be good information.

    You can play it here!

    http://www.newgrounds.com/portal/view/641129

    Edit: Thanks for the feedback everyone! The game is now complete and fully playable. Give it a shot!

  • You must activate and deactivate. Use clay.io loader -> enabled / disabled

    I have clay.io loader property disabled but the prompt still appears.

  • Bump

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  • I'm trying to remove the login prompt for the Clay.io addon but I'm not sure where I should be looking. On the Clay.io website here: http://clay.io/docs/construct2 it says the following under "actions",

    [quote:1jllvkzm]Prompt Login

    By default, the login modal will be brought up when the game loads. In the Clay.io game settings, you can turn this off - then it will only be brought up when needed (for example, when you try to post a high score)

    So where do I access the game settings? The settings appear to be different than the properties so I have no idea where I should be looking.

    EDIT: Found the solution. This particular setting is within the Clay.io website settings on the games profile.

  • > Really..?

    > Well, off the top of my head, I guess you could make a bunch of values for objects you want to reset and set them on creation of the object, and when you want them reset, revert to those values. Set an original X and Y value for instance, and when you reset, just place it at those coordinates.

    >

    hey sushin, thanks for the suggestion. i'm certainly hoping i don't have to go through all that as i've scattered quite a few of these bonuses throughout the world. i can only imagine the time it would take to implement a system like your describing. i'd much prefer a solution to the problem as i feel the behavior is flawed in it's current state, but i suppose if it comes to that i'll have to bite the bullet and dig in

    thanks again for the reply.

    It should be rather easy if you simply put all the objects in a family and give the family the initialization variables and events.

  • Really..?

    Well, off the top of my head, I guess you could make a bunch of values for objects you want to reset and set them on creation of the object, and when you want them reset, revert to those values. Set an original X and Y value for instance, and when you reset, just place it at those coordinates.

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Sushin

Member since 28 Feb, 2013

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