gfigueroa's Recent Forum Activity

  • RamPackWobble Wow, you blew my mind, it is really amazing. I do have access to family, which I love (it saves so much time).

    You mean joints in order to keep them on top? I'm still trying to learn how to use physics, but I will give it a try.

    Thanks so much for all the help!!!

  • Anyone has an idea on how to make this happen? At least a suggestion so I can look into that?

    Thanks

  • roro under animation when you double click on a sprite, the last option on the right hand side menu is the one where you can define the collision box.

    I would also recommend you to review the tutorial for beginners by Ashley, which shows important information.

    And/or add a capx file so it is easier to understand the issue

  • DialgaBrite Why is not as good as you expected? There isn't too much information about what it brings, but I was looking into buying it

  • roro The collision box under the animation section should allow you to indicate the parts that will be in the collision.

  • Hi RamPackWobble , LittleStain sorry to bother again!!!!!

    I thought it was going to be relatively easy, but I think I'm missing something.

    I'm trying to figure out the amount of boxes on top of the red one at any given moment. For this I tried to consider that Physics Velocity on Y should be 0 and it should be located at an Y <= 362 (red box estimated height). To avoid counting the boxes that are not on top of the red, I destroy them when they touch the immovable object.

    The count display is 1 at all times, I would expect to get a 2 and 3 and so on if I get more boxes on top. I would expect to get a 2 if I had 3 and lost one. etc...

    • Should I use UID per each Sprite?
    • Any idea of how can I determine that they are all above the red one?

    I kept reading the manual and looking into this the whole day, so after trying multiples approaches (none successfully), I decided to ask again

    Thanks again for any idea/suggestion or help.

  • 7Soul beautiful!!!!!

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  • mvandrei it is similar to the helicopter example in C2.

  • RamPackWobble that is amazing! only 2 lines of events???? Wow! Amazing!!! Thanks so much!!!! I will keep looking into it...

    LittleStain thanks so much also for all the support!!! and tips...

  • I'm not stepping into the discussion, because I do not have enough knowledge... but...

    katzin do not worry about the issue with mobile, you should be fine ... We have release over 20 games for windows phone which the performance is fine. The only issues we had experienced were related to the high usage of graphics (which tends to break low end phones with 512 MB or less). We also stayed away from particles, which slows down the game. We usually adapt and test on low end devices (and some high end), if the performance is not good/acceptable, then we looked into the details.

    Like I said, the only issues have been related to particle systems (a lot of them), so we used sprites/static images and it worked perfectly fine.

    Good luck with your game!

  • Sounds like a great idea!!!

  • LittleStain I tried using the limited joint, but there is a weird behavior happening. After a little bit, the shape gets stuck in the air. Besides, I have not been able to figure out the speed enough to break the joint (I thought that limited by the angle should allow me to break it without having to code the speed). Any suggestion or tutorial that you would recommend? I read all the documentation from Ashley in regards to physics, torque and everything else.

    Thanks

    New capx https://dl.dropboxusercontent.com/u/19421237/TestFriction2.capx

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gfigueroa

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