citron2010's Recent Forum Activity

  • Hi,

    I'm seeing several issue when building an Xcode project. I've tested it with an empty project, but still getting the following issues:

    1. The iOS deployment target 'IPHONEOS_DEPLOYMENT_TARGET' is set to 11.0, but the range of supported deployment target versions is 12.0 to 17.0.99. - easily fixed by manually setting to 12.0

    2. Could not find included file 'Pods/Target Support Files/Pods-xcode test/Pods-xcode test.debug.xcconfig' in search paths - fixed by removing:

    #include "Pods/Target Support Files/Pods-xcode test/Pods-xcode test.debug.xcconfig"

    From pods-debug.xcode (but that file starts with: "#include "Pods/Target Support Files/Pods-xcode test/Pods-xcode test.debug.xcconfig"" so not sure how safe deleting that line is?)

    3. App icon isn't being used - instead it uses the default Cordova icon

    4. In the project I'm working on, I also get an error about Swift version not being set - it's easy enough to set it to 4.2 in Build Settings, but thought I'd report it too.

    Thanks!

  • Thank you so much - it works! I found this website that allows you to enter values and will calculate the result:

    omnicalculator.com/physics/projectile-motion

    Which I used to confirm your gravity x 50 tip so realised the error must be in my code. Was just about to debug when I noticed you'd posted above.

  • Thanks for taking a look - I need to spend some more time investigating - will see if I can implement your code to see if I get a different result.

  • Hi,

    I want to be able to determine where a projectile (a ball) will hit the ground.

    So I'm trying to implement a formula I found on WikiPedia:

    en.wikipedia.org/wiki/Range_of_a_projectile

    It's the formula under "Solving for the range once again"

    But I can't get it to work. I've made this CAPX to help as follows:

    1. A ball is moved to a fixed position then its x & y velocities are set to random values that cause the ball to be launched upwards and to the right

    2. after 0.2 seconds, I snapshot the ball's X & Y positions and velocities

    3. I feed these into what I think the formula on Wikipedia dictates and display the result

    4. When the ball lands, I show the actual distance travelled.

    Problem is that 3 =/= 4 and I can't figure out why.

    Pretty sure I could have figured all this out from first principles whilst at school - but that was 40 years ago!

    Thanks!

    drive.google.com/file/d/1PWaQTllN5PN0pDyYR67oDmwGKxzySIfi/view

  • The real question is, why do you need to detect if both shift keys are down?

    I wanted a pair of keys, one on each side of the keyboard, for a 2 player, single button game that are both present on any keyboard regardless of layout/localisation (including Chinese Cangjie).

    Have now swapped to Left CTRL & Right arrow.

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  • I've noticed that if I'm detecting whether the left or right or both shift keys are held down, sometimes one or the other gets stuck with C3 thinking it's down when it's not. Not sure if it's a bug or some limitation with keyboards (e.g. 'ghosting')? One small clue is that it doesn't seem possible to get both keys stuck down at the same time. This project illustrates the issue:

    drive.google.com/file/d/1LbKeI0j4WcRU7S_ETQwvj6QoQwcFCelN/view

    Also noticed that the issue doesn't happen when using left/right CTRL.

  • Thanks but I'm still not getting it! I've tried your suggestion without much more success:

    drive.google.com/file/d/1Nnznirs_7-CEm-2Xf_8QP1wJhGosTgJ8/view

  • Hi,

    I'm trying to make something like a flag using a mesh and mapping it to points on objects with physics behavior. This c3p shows the problem:

    • I have a horizontal base with 'ropes' attached to each end
    • Each rope is comprised of three sprites attached to each other with revolute joints
    • The flag is a mesh with some points mapped to various image points on the ropes
    • The pink box can be used to move the ropes
    • The green button switches between mapping the ropes' image points to either the meshes position or texture

    When position is mapped, the mesh is distorted off the right of the screen somewhere

    When texture is mapped, nothing happens.

    What am I doing wrong?

    drive.google.com/file/d/1KJ_2d8L92U41R0teAfbJ4FMdwwDfMYsA/view

  • ...I think it would be easier to use z-Elevation. That should give the same effect like parallax. You could give the for example the Trees-Layer -40, the Skyscraper -60 and the Background -80. Then you would have to change back the size and position of the layers in the Editor.

    Just done a quick test and it looks like this does exactly what I need - thank you!

  • Can't get Dropbox to work so now trying Google Drive:

    drive.google.com/file/d/1OOu5l7n7n8Fc05lJC8y8kA5Z5oKqBMGr/view

  • That Dropbox link broke so trying again:

    dropbox.com/scl/fi/oygrcr57wiqaqzqbrjybz/VerticalParallaxTest.c3p

    But also realised I can move the sprites myself with not much more effort.

  • I'm trying to make something like a pinball game that only scrolls vertically and I'd like various parallax layers, but it seems like they layers get anchored to the top of the layout so that when the viewport scrolls to the bottom of the layout, the layers are all scrolled according to their parallax settings rather than being aligned. Sorry if I've not explained this well - this capx shows the issue:

    dropbox.com/scl/fi/oygrcr57wiqaqzqbrjybz/VerticalParallaxTest.c3p

    Any ideas how I can solve so that all the layers are aligned as per the layout view in the editor, then scroll according to their parallax settings as the player moves upwards?

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citron2010

Member since 12 Mar, 2014

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