caiorosisca's Recent Forum Activity

  • I'm not sure how to work with the pick system in C2, but imagine something like that, you check if 1st block overlaps at offset Y -5 (choose your value) with 2nd block, than you check for 2nd block with 3rd block and so on. If all of this conditions are true, you have your 4 blocks. Can't help you much now, but that may lead to a solution.

  • Here you go, have a look at the capx, the key for this sample to work is the ratio between the "Ball" density and the "Base" density, so applying the same impulse(inverted) to both of them gives a diferent effect (action/reaction).

    Edit: the wheels are just round objects attached by a joint to the base, so when they suffer from the impulse they spin without any other worries.

  • Sprite1> Set Animation to Sprite2.AnimationName

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  • I don't have time to explain what i've done, it's simple tho, check the differences between the capx, mostly chance initial nextBlock value to something lower, and use 9patch.width to calculate nextBlock value later on, instead of "block.width". Play with the 9patch offsets to get a better result

  • Try using the project properties Letterbox Scale and Full Screen on browser

  • You can fake a mouse joint, create an invisible sprite that follows your mouse position on everytick, when you click on a block create a joint between the block and the invisible sprite, on click up, destroy that joint. I haven't tested it, just a thought.

  • have a boolean switch, put an instance variable on your player, like canClick.

    when clicking to jump also check if canClick = true, then when you jump set the variable to false,

    use the event On Landed to set the variable back to true

  • Isn't it zero based? so 1st node is 0...2nd node is 1.. Try using round(random(0,1)) instead

  • Not sure if it would look good, but based on the picture shown, you could try making an orbital movement.

    You will need:

    -Ball

    -Origin point //Image point on the enemy ( user for the ball to orbit around)

    -variable Angle

    -variable Speed

    -variable Radius

    On an every tick event position the ball using the following:

    local variable "rad"(radians) = angle * (Math.PI / 180) // here we convert the angle to radians

    ball> set X> origin.x + radius * Math.cos(rad)

    ball> set Y> origin.y + radius * Math.sin(rad)

    angle > add value > speed // the angle variable is what defines the position of the ball..if you don't increase it the ball won't move

    ..

    Another try, sync 2 sines behaviours, one horizontal and one vertical, could also give you this effect.

  • You can add an instance variable to the objects..called tag for example..and check if that variable is the one you're looking for

  • Try using the pick event, not sure..Pick by evaluate, or pick by comparison, and check if it equals gangster.id, this way you only pick the correct molotov

  • Family1 disable physics2 collision with Family2(duplicate).

    That's weird, it works for me.

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caiorosisca

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