NECRONOMICRON's Recent Forum Activity

  • When I restart the layout, sometimes there is a space between sprites, how can I fix this?

    capx: https://www.dropbox.com/scl/fi/0vxafzkjoci5dvlnxmkgq/123.capx?

    Hello, a solution would be that when creating the object and finishing the actions you would use "Set Position to another object" and each object would put an object point in one of its left corners, so when finished it would join the other object. Remember to select the penultimate object with Id-1

  • Hello,

    I have an object, when I click a button, the game applies impulse force J to it.

    I want to predict how it will move (assuming no obstacles, and 0 friction) over time. Ideally a formula like this:

    x(t) = ...

    y(t) = ...

    Currently I found an iterative approach:

    (dtt=0.1, vx0=400, vy0==-500)

    The problem is calculating ay (acceleration in y direction). I couldn't find a formula for it, but I used a hack by calculating the ay of the Ball object (which is moved by the engine), then plugging that value in ay (the value was 500), the method worked, and the created Mark objects resembled the true trajectory of Ball.

    Notice that I set vx0 and vy0 manually instead of using forces and impulses; because I couldn't figure out how the forces work, so I simply applied the ipmulse to the Ball then got those values from the debugger and used them as vx0,vy0!

    The questions are:

    1- Is there a better way?

    2- How to calculate ay given the initial velocities vx,vy? (i.e. before the ball moves)

    3- Any idea how the x(t) and y(t) equations will look like?

    4- Is it possible to use the impulse J, calculate the resultant force F, then calculate vx,vy of that force?

    Thank you!

    Hello, a solution would be to duplicate the object with the same variables and generate the conditions and at the end obtain the final values ​​and carry out the calculation with those values, since they would be the ones that would be obtained when executing the action

  • Look it´s more easy

    iridescent-swan-56ca50.netlify.app

  • Hey folks. I'm looking to add touch functionality to this: nomarbles.krismacqueen.com

    Right now, I can drag with touch, but rotation doesn't seem achievable. I want to mirror the functionality of mouse rotation by using two finger rotation. Any suggestions on how to achieve this?

    Thanks.

    Its very easy

    In the sprite put ZONES or other Invisibles Sprites and use Angle(x1,y1,mouse.x,mouse.y) when use left click and change when the cursor its in sprite use touch.

  • > >

    >

    > use zsorter c2rexplugins.weebly.com/rex_zsorter.html

    >

    > and make a tiny collision polygon, only in the trunk.

    >

    > make zorder work in y coord and every tick or when your player is near to any sprite.

    --That's for construct 2, not 3.

    and?

    the proposite is the same and the result is equal.

  • Top-down 2d rpg... walking around visiting various buildings on the same level.

    However... i'd like to remain on the same level and simply 'remove' the roof as I walk into the building displaying the interior... then replace the roof on exit.

    Is there a convenient/efficient way to do this?

    Would the roof have to be a sprite on a higher layer? Or can it be somehow done with tiles etc?

    Or even revealed with a mask?

    There would be multiple buildings per level.

    Would love to hear your thoughts, thanks.

    Like this:

    You should use blend modes. Create a Mask sprite - a black circle on a transparent background, you can make it with soft blurred edges if you want. Put the ceiling tilemap and the mask on a separate layer, set Force Own Texture=On on this layer. Set "Destination out" blend mode on the mask sprite. You can pin the mask sprite to your character.

    If you select File-New in Construct, there is an example project demonstrating different blend modes.

  • Thanks for replying...

    I Actually just made a quick demo, but the only way I can get it to work is:

    1.Getting the player to overlap an invisible helper (the size of the roof).

    2. Setting a tileset range to a transparent tile to make the roof tileset are transparent.

    Though this works, I can't find a way to match the co-ordinates of the invisible roof helperto the corresponding tiles x,y.

    I tried roof_helper.X and roof_helper.Y in the Set Tile X, Set Tile Y... but it's not looking for world co-ordinates, but tile co-ordinatess like 4, 8.

    I feel it would work well, but not practical to manually set every roof in the map.

    Any suggestions? Thanks

    look the examples to blends modes, there explain this and is too easy to make.

  • Use three different sprites for the player, the trunk and the foliage. Then you change the z order of the sprites so that the player is in front of the trunk but behind the foliage.

    Then you need to make the stump impassable by the player, depending on how your game is set up you could give both the player and it the solid behaviour.

    Its not necessary make three sprites, only change the colission polygon and set if the ypos is more or less in comparation with the tree and change the zorder.

  • use zsorter c2rexplugins.weebly.com/rex_zsorter.html

    and make a tiny collision polygon, only in the trunk.

    make zorder work in y coord and every tick or when your player is near to any sprite.

  • buy without being logged in...i have the ticket.

  • I bought an Item in the Store and I did not get the download link.

    I bought it paying with PayPal and they already gave me the discount and Scirra has not sent me anything.

    What I can do?

    This is:

    scirra.com/store/game-making-tools/wave-generator-3072

    Tagged:

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  • USE A COMPARE DISTANCE VARIABLE FOR HERO AND ALL ENEMIES, IF ANY ENEMY IS NEAR OF 0 TO DISTANCE...USE A HIT. YOU CAN USE A MULTIPLICATOR OF DAMAGE X DISTANCE...MORE FAR MINUS DAMAGE.

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NECRONOMICRON

Member since 26 Sep, 2017

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