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  • Yeah I think simulating the controls directly is the more direct way, else you could run into some unwanted collisions maybe.

  • try this:

    <img src="http://666kb.com/i/cjsjftf6eg27rp401.png" border="0" />

    1.3 means it runs at 30% of normal max speed, 2 would mean it runs at the same speed as going forward.

    Edit: you probably need to use custom controls and swap them when holding shift for it to work like you want.

    ofc what you also can do is:

    default controls off

    simulate controls

    key "up" is down:

    • shift is down: simulate down
    • else: simulate up

    for each direction

    and

    on shift pressed: set mirrored, maybe lower the speed

    on shift released: set not mirrored, restore to former speed

  • Browser object -> go to URL

  • I think it is quite viable for that. Setting up a user account system that holds each ones library/decks and a multiplayer system will be the most difficult tasks imo.

  • per tick the movement will be:

    x: cos(startangle+turnrate*elapsed_time)*bulletspeed*dt

    y: sin(startangle+turnrate*elapsed_time)*bulletspeed*dt

    turnrate = turnrate per time

    Since dt is not constant, you can't solve the integral up front. Nonetheless you can approximate it, if you can assume your game to run at a stable fps, because then you can basically see this function as

    cos(A+B*x)*C where the integral would be sin(A+B*x)*C/B

    x is your time

    C = the constant dt you expect (60 fps -> 1/60) multiplied by the bullet speed

    A = starting angle

    B = angle turned per second

    the result would be the x-position in relation to the starting point of your bullet

    Maybe it is possible to eliminate the dt by adjusting the turnrates dynamically along the process, so that the function will look like this:

    cos(startangle+turnrate*dt*60*elapsed_time)*bulletspeed*dt

    I am not sure how the turn angle expression should look for that, though, maybe a simple

    every tick: set angle to angle+turnrate*dt will do the trick.

    edit2: yeah I guess this will suffice and makes the end point not reliant on fps:

    s000.tinyupload.com/index.php

  • you can load jsons into an array natively, but you need to have them formated in the way construct wants them

    here is an example:

    {"c2array":true,"size":[4,2,5],"data":[[["Hund","dog","chien","?","??????"],["Haus","house","maison","?","???"]],[["Katze","cat","chat","?","?????"],["Auto","car","voiture","?","??????????"]],[["Maus","mouse","souris","???","????"],["Stra?e","street","route","??","??????"]],[[0,0,0,0,0],[0,0,0,0,0]]]}

  • I'd say that if sprites, that already triggered a collision in the same tick, land on top of each other after the repositioning(s), they won't trigger a collision again in the same event.

    As jayderyu stated, checking for overlap would be an alternative.

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  • A capx using the CSVtoArray-plugin to transform .csv to .json with multipage support (-> 3D-array) and number conversion (row, collumn or all), since the CSV2Array-plugin treats everything as string:

    capx

    Useful when you want to use only native plugins in your game (for example to upload it to scirra arcade) and look for a way to transport your excel data sheets to C2-conform .json.

  • "Would it be possible with geo locations ?"

    Not really, since you only have 1 point (and can rotate the display however you want).

    What is possible would be determining in which direction you are moving compared to north pole, but since you can rotate your device as you want while moving, a compass-like behavior is not really possible (that you have a needle that always points northwards no matter how you rotate the device).

  • Games can be art, but don't have to be. Actually it is pretty easy to find some art aspect in most games - graphics, music being the most obvious.

  • s overlapping another object

    Is overlapping at offset

    True if any instance is overlapping any instance of another object. The collision polygons are taken in to account if set, as well as the object's size and rotation. The 'offset' variant will test for an overlap at an offset from the first object. For example, testing for an overlap at an offset of (100, 0) will temporarily move the object to the right 100 pixels, test for the overlap, then move it back again.

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mindfaQ

Member since 12 Oct, 2013

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