RayKi's Recent Forum Activity

  • Thank you guys. It took me one month to it. It's quite simple because I had to do everything by myself D:

    But I'm really glad you liked it ^^

  • Sprites Z order, layer order or visibility does not interfere if it's clickable or not.

    Instead of using a button over the other, try creating a single sprite to work as your button and then change it's frames depending on how it's toggled.

    Sorry if I can't help any further, but I don't quite understood your problem D:

  • Hello friends, I'm developing this game, and I think it's done. But before I submit it to the arcade I'd like to know you opinion about.

    Tell me what you think about the game, the graphics, animations, about the music, about the rules, secrets, Easter eggs, report bugs, lag, or just talk about your experience on gaming. ANY kind of feedback is welcome ^^

    https://dl.dropboxusercontent.com/u/183 ... index.html

  • Have you tried to use the Physics behavior?

    I'm not quite sure because I never used it, but I think it might be just what you need

  • You can either way:

    1. Create a variable to work as your random number, and then set the animation to happen based on that variable.

    For instance, A = int(random(3)) . If A = 0 play animation "Punching", if A = 1 play animation "Kicking" and so on.

    or

    2. Set the name of all animations you want to happen randomly the same. Like, RandomAnimation1, RandomAnimation2, RandomAnimation3... you got my point.

    With all the names the same try this:

    On overlapping object > Set animation to "RandomAnimation" & intRandom(3)

    Hope this helps

  • Hello.

    I didn't understand exactly whats going wrong in your game. Maybe uploading your .capx and giving more details might help.

    But anyway, every time I try to use the "Scroll to" behavior and it doesn't work usually it's because I forget that the size of the layout must be bigger than the size of the window, or the layout's Unbounded scrolling property must be set to Yes.

  • Try setting new properties for the bullet behavior every time you change the object coordinates

  • It seems your code is right. You should upload your .capx so we can take a better look on what's going on ^^

  • Search google for "free game assets"

    But if you want to try and develop your own art, the best FREE software in my opinion is GIMP.

    Of course if you're willing to buy softwares I would tell you to go with adobe photoshop, illustrator or fireworks.

    Another cool tool to develop your game animation and even your own games is adobe Flash.

    And for your music and sound effects, I don't know any free softwares.

    I use FL Studio, it's a quite simple software, of course I'm not a great musician so a professional software like Ableton would be too much for me to handle, so FL studio reach all my needs.

    But in the end, there's no such thing as a good or a bad software, a good art comes from the artist, so the best software is that one that you know how to use properly.

  • Ok so it's like this.

    While the player is touching the screen (Is in touch condition)

    The pig will have it's angle changed to : angle(Touch.X, Touch.Y, CatapultBlock.X, CatapultBlock.Y)

    Which is the angle between the touch coordinates and the catapult coordinates, this will make the pig spin around the catapult depending on where you are touching.

    And no only that but the pig will leave the catapult and move a certain distance at a certain angle

    So we have this line:

    min(distance(Touch.X, Touch.Y, CatapultBlock.X, CatapultBlock.Y) / 3, 45)

    where

    Min() will return the minimum value between A and B

    And Distance() Calculate the distance between 4 points

    So the pig will move at a certain distance depending on where the player is touching, however this distance will never be greater than 45, because the pig will move the MINIMUM value between the distance and 45 (Distance() , 45)

    And you have the Angle Parameter: Self.Angle + 180

    So, every object starts with the initial angle of 0. So if you touch the screen in the exactly position of the catapult, the angle between touch and the catapult coordinates will still be zero, however and angle of 0 moves the object to the right.

    You can remove the +180 from the code and watch how the game behaves, you will push the pig back, but it'll go ahead instead.

    So what you want to do is, keep the original angle of the pig (Self.Angle) and flip it (+180º).

    and finally On release:

    Set aiming to 0 (So it won't stay fixed on the catapult every tick)

    And will move (Impulse) the object at a distance related to the distance between the PIG and the catapult

    distance(Self.X, Self.Y, CatapultBlock.X, CatapultBlock.Y) / 4.5

    The distance between the touch and the catapult may vary, however the distance between the pig and the catapult will never be greater than 45, so the maximum impulse you can give is 10 (45/4.5)

    And this impulse will be set at the original pig's angle (Self.Angle)

    While player is touching the screen the pig is MOVING at it's own angle+180, but it's original angle never changed. So you push the pig and the angle of 0+180 that will result in a movement to the left, but when you release it the pig angle will still be 0 what will result in a movement to the right.

    Don't be afraid to change this values, or right click a line of code and toggle it enabled so you can see clearly what each part of your code does.

    Hope this helps ^^

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  • Can you post the link to this tutorial?

  • Here my friend:

    Instead of using "On hold gesture", try using "On Touch" or "Is touching"

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RayKi

Member since 25 Feb, 2014

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