bachrock's Recent Forum Activity

  • I have a grid of sprites. Imagine squares of various colors. When they are clicked they are activated. I'd like to be able to detect various combinations of activated sprites. For example, three blue sprites in a vertical line or two green sprites next to two purple sprites.

    (Right now I have four different colors used in blocks which are different sprites.)

    How would I go about this? Thanks!

  • Thanks dude. This method may work.

    I want to have a character that can instantly switch from orbiting a planet to freely floating. I want the character's angle and velocity to factor into how it orbits a planet instead of simply orbiting at a predetermined speed and distance.

    EDIT: Maybe this won't work. If the character is floating towards a planet, I don't want it to start spinning around that planet when I active orbit. I'd like the character to go 'through' the planet and back and forth.

  • I've realized the physics behavior is really slowing my game down so I'd like to not use it. I really only need it to get one sprite to orbit one or more other sprites. Is there a way to do this?

  • No. The Physics behaviour is standalone. It doesn't play well with ANY other motion-based behaviour.Okay, thanks for the help!

  • You are mixing behaviours. You generally can't mix anything with Physics and expect things to work.Ah, so no go on Sine behavior then? Gravitation is physics-related so I assume that's fine.

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  • Are you mixing physics with other behaviours (bullet/8 direction/etc) ?

    Can you post capx ?

    No such mixing.

    capx

  • Are you changing the sprite collision mask or the Physics collision mask? The physics properties can specify Circle.

    I'm changing the physics collision mask.

  • So I have two circular sprites in a physics based game I'm working on. Sometimes collisions between them work as expected. Other times the collision will be detected when there are about 64 pixels between them. I've tried changing the collision masks, but that doesn't seem to change anything.

    Any idea what's going on? Thanks!

  • What do you know, the problem doesn't exist when I preview in Chrome instead of Firefox.

  • I want to give a tile map a velocity, but it seems to act like I want to create lots of tile maps. What's going on?

    dropbox.com/s/6rkem7cyi32ye6p/tile%20map%20test.capx

  • No it doesnt keep counting them hahah.

    Its a method to generally detect the second or third touch, like the double tap.

    Generally youd be aiming for 0.

    Just imagine if you use two fingers to swipe two different slab,one of the swipes would have 1 :)That would make a lot more sense.

    Anyway, I get all these concepts, but am still not sure exactly how to go about this. How do I create just one projectile per swipe?

  • the index nmbr is the nth touch

    like

    0 = first touch

    1 = second

    etcOk. I want this to work on every touch so I don't see this working. Unless it resets every time and the purpose is to keep track of fingers on the screen at the same time.

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bachrock

Member since 2 Mar, 2013

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