TheWyrm's Recent Forum Activity

  • Funnily enough I as just doing exactly the same thing. When I looked at the manual it says the AdMob plugin is just for mobile devices

  • Just wondering why there is no advertising plugin for HTML games while there are a number for the mobile platforms? i.e. AdMob

    Is it because hosts don't like it?

  • Just bought it! Good luck!

  • Magistross

    codah

    spongehammer

    Unnatural20

    Thanks for your help guys. I actually avoided the situation in the end by creating separate objects for each type. However, I do come across this problem semi-regular so I'll be sure to try this nth instance trick.

  • spongehammer Thank you. That is a helpful suggestion and I will probably end up doing it that way. However, I was kind of hoping for something more elegant i.e. built in functionality. If it doesn't exist then that's fine.

    Edit: Gahhh... I cannot access the planet's instance variable through a family. So unfortunately that wont work

  • Hi guys,

    If i had the a physics object called Planet which has different animations then setup the following event.

    -'Planet' on collision with 'Planet'

    --------Is animation 'default' playing? -> 'Planet' destroy.

    --------Is animation 'sun' playing? -> ?????

    This would give me the following results in game.

    -In a planet vs planet collision both planets would be destroyed.

    -In a planet vs sun collision only the planet would be destroyed.

    However, In a sun vs sun collision I want both suns to be destroyed, but I don't know how to separate the two instances to compare them. Is one self and the other planet?

    Thanks in advance.

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  • rexrainbow Sure, but in that capx you have three sources with the same tag. So either;

    1. They all work simultaneously.

    OR

    2. One of the sources takes priority.

    I want to know which? I was hoping for 1 but I think it's 2.

    If it is 2 then which source takes priority?

  • I was trying to work out if multiple sources could apply force to the target at the same time. So the force applied to the target would be a combination of both velocities. In your sample2 capx it looks like only one source force can be applied to the target at one time.

    Fiddling with sensitivity sorted the problem in my game, but I would be interested in an answer to the above.

    Great plugin by the way

  • Hi rexrainbow

    I am building a quick game that is a bit like that sample. However, the attraction only seems to come one rather than all simultaneously. Is that correct? Is it a bug? or perhaps I have not factored anything in.

    I have noticed in your second sample that the attraction of gravity only seems to be coming from the middle red circle as well?

  • It looks like it's a problem switching between running around the circle and setting the velocity. If I put a 0.04 second wait between setting landed to 0 and adding the velocity, it seems fine. However, adding a wait feels sloppy and it may break depending on the performance of the device.

  • I have a player that moves around a circle. When I touch the screen I build up power. On release I give the player a velocity equal to the power and move in the direction of the touch x and y.

    On a short touch it's fine, but on a long touch the player receives no velocity at all.

    Capx attached (Game layout)

    Any ideas?

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TheWyrm

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