TheWyrm's Recent Forum Activity

  • mGol You're in luck then! As the game will also be on iOS and WP8 in the first phase of platforms. So I can include you in the iOS test group. Testing for the game wont start until later in the month for Android, but I expect iOS testing will need to be done shortly after. Just send across your e-mail via pm or to mat [at] thewyrm [dot] com.

  • ok, just pm me

  • No problem. Glad I could help!

  • You can also set in the bullet properties for it bounce off objects for a quick and easy patrolling enemy.

  • armed10 Yeah, I had similar thoughts. Unity do it. Basically you browse a store in Unity and you buy or/and install each item. It's an awesome idea.

    rexrainbow Yeah, I've seen yours in action and it's pretty cool. Just wanted to take this opportunity to thank you as you develop many great plugins of which I have used many!

  • So two ways come to mind.

    You either store the previous player position in a variable then compare it to the present position to find out if it is to the left or right. It's probably easier to push a new position into the array if it is different from the last tick. Then compare the first point in the array with the second.

    or

    You get the touch positions and compare those. If my understanding is correct while you are touching an array of touch positions are stored. So you could compare the last position with the previous again similar to the above.

  • It's possible, but would be hard to look right. If you were to it do it scratch in your own engine you would probably use an advanced particle system to be efficient. However, you can't do that very easily in C2 unless there is a third party plugin I don't know about or you make your own.

    The method that comes to mind though is using lots of physics objects. This guy shows a rough example -> https://www.scirra.com/forum/fluid-water-simulation-example_t69770

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  • I would put the track names into an array, then on an audio ended event look at the next item in the array and do a play(Array.At([Number here])). To do this you would also need to keep track of where you are in the array and know the array length to set it back to 0 when it gets to the end.

  • thorntonp72 Hi, so I just opened up my copy of VS2013 and I have update 3. Which I can tell you works fine. So I just updated to update 4 and that also works fine. So that doesn't help you with your problem other than narrowing down that it maybe some kind of VS setup issue???

    Therefore try searching Google for those errors.

  • ok, so was just able to watch the spiderball video and it's a bit trickier if you want to move along the surfaces. In this case you could switch the gravity direction perhaps using rexrainbow's gravitation plugin (https://www.scirra.com/forum/viewtopic.php?f=153&t=70521&hilit=gravity) when you detect which side of the player has collided.

    Many ways to skin a cat here though...

  • The game I am developing actually does what you ask -> http://youtu.be/EfZcmWmxIUs

    The simplest way for you to do it is to make the player a physics object. Then on a collision with an object you just turn off the physics. In my game things get more complicated as I need to detect which side has collided to know how I should rotate the player. I'm not sure if you need to do that though

  • That link goes to a screenshot program website...

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TheWyrm

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