Boony's Recent Forum Activity

  • I'm having a problem with my pinned sprites. I would like to make a game about a helicopter carrying cargo underneath it. When the helicopter gets hit buy missile, it drops the cargo, but if the player is quick enough, there is a chance the cargo can be recovered before smashing into the ground. This is what I have for this:

    System > On start of layout > Cargo > Pin Pin to Helicopter

    Missile > Is overlapping Helicopter > Unpin Cargo

    Helicopter > Is overlapping Cargo > Pin Pin to Helicopter

    The last 2 events conflict. Nothing happens. I'm not sure how to tell C2 to wait until the objects are no longer overlapping before checking if they are overlapping again before then pinning the cargo back to the helicopter.

    Can anyone help with this?

  • Have you checked your origin and image points for each sprite? Also check the size of the tiled images?

    Otherwise, it's a problem with C2 and I can only think of 2 solutions.

    1) Make the tiled images 1 pixel taller and wider, then overlap them. If you make the grid width and height 1 pixel smaller than the tiles, C2 will overlap the sprites for you if you have "snap to grid" enabled.

    2) Add a tiled background behind the sprites so that the gap blends and isn't as obvious.

  • That's a good point about a plug-in and play controller. So the Xbox 360 controller is the default controller that everything is mapped to in C2? Do you plan to add iOS 7 controller support?

    It would be nice if there was a universal controller. I think a W3C controller would be the closest thing to that. I can see Firefox and Chrome supporting the API. Now if someone would just make one.

  • Thanks for the recommendations. The Xbox 360 controller isn't what I'm looking for, but since it's so popular, I'll pick it up. I'm looking for a controller that works with the W3C gamepad API.

    It's not nice to force all users to buy Xbox 360 gamepad which works best.

    However, Unity3D supports all gamepad that modern browsers don't work.

    This gamepad is for me. The game I'm working on has several control options (touch, virtual gamepad, keyboard, physical gamepad). I wouldn't expect anyone to buy a controller just to play a game.

  • Thanks. What I'm talking about are games that support the WC3 gamepad API. Does the Xbox 360 controller work on the PC/Mac or is it only for the Xbox 360?

  • I'm in the market for a gamepad to play HTML5 games. Any recommendations?

  • I have no interest in parallels. Why is virtualbox better than bootcamp? I will still need to buy a copy of Windows OS in order to get Construct 2 working on it, correct?

  • Thank you.

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  • Thank you for the responses. I was wondering because I was playing a police officer in an indie game the other day and I thought it was odd that I was allowed to double jump. I kinda feel there needs to be a reason for it, but I also expect games to have it.

  • ghost

    Thanks, but those are not really what I'm looking for. I don't need virtualbox if I already have bootcamp and I don't want to risk $80 to figure out if parallels works when all I would have to do is spend $40 more to buy Windows 8.1 and use it with bootcamp.

    What I'd like to know is if anyone has gotten WineBottler to work with C2 and if they are willing to share how they achieved it. I can't get C2 to launch.

  • I've been noticing more and more platform games allow the player to double jump without a power-up. That or maybe it's just the games I've been playing. I'd like to poll the forum to see how many people expect to be able to double jump in a platform game.

    Yes or No. Feel free to express why you think one way or another.

  • Please reduce the amount of reputation points needed to post links. I understand the need to reduce spam, but it makes it difficult for new members to ask help if they can't show what's wrong and link directly to the project they are having difficulties with. I find it very discouraging.

    Btw, how many reputation points are needed to post a link?

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Boony

Member since 3 Nov, 2013

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