Tim_A's Recent Forum Activity

  • This is great to hear, thank you.

  • I while ago I was playing with making low-res games for a bit of fun.

    The viewport i'm using is 144 x 240.

    Now i'd like to make the game into a mobile app with banner ads etc. but am concerned about the low-resolution.

    Does the advertising plugin overlay it at the bottom of the screen based on the phone resolution or the viewport resolution?

    I'm concerned my width of 144 isn't enough to support an advert.

    Thanks for any advice... my next question will be how to test-publish :P

  • I'm looking at making a modified space/surfing game based on the classic California Games. There were various versions but one of the most simple was the NES version:

    youtube.com/watch

    I'm having trouble getting my head round the basic player control and momentum.

    When isolated you can see he simply goes up and down. The background wave speeds up as his momentum increases.

    What would be the best way to control the player? Platform behaviour with gravity that enables when he 'jumps' at the top?

    Also how can I speed him up according to the angle of descent, making him turn faster and jump higher accordingly?

    I have a feeling Construct may have something more sophisticated to achieve this effect than was available at the time of the NES.

    If anyone can help me getting my head round the basic approach i'd be very grateful TIA

  • Thanks for replying... that certainly seems to match the situation I find myself in.

    I've just tried scaling the ball and walls etc. x 10, then resizing them and am still getting the same results.

    Are you suggesting I start with a new layout size etc and scale the elements to meet my low-res look?

    It might be that I can't achieve what I need with this quirk in place.

  • I'm working on a low-res physics game based on mini golf (though taking a completely different approach to golf with the final version).

    I've played the excellent 16 Greens (https://www.lexaloffle.com/bbs/?tid=39406) and want to replicate the ball physics with mine.

    The problem i'm having is that whichever ball/wall physics config I choose... the ball always ends up 'hugging' or sticking to the wall at low speeds and doesn't rebound properly?

    Am I missing something? Here's a capx if anyone has time to look, i'd be very grateful.

    dropbox.com/s/ibtc4ys39q2tjj8/ball_help_needed.c3p

    Thanks in advance

  • Thank you... the 'NOT already moving' command is a great solution.

    I wonder whether combining them into one large/wide sprite would be more efficient than lots of sprite entities being moved at once?

  • I'd like to make a horizontal list of sprites that you can move left/right to choose a level...

    I made some thumbnails from a single sprite entity, using different animation frames for each thumbnail (to keep the sprite count down).

    I arranged them in a line, then added a MoveTo on the touch-object action (touching left button moves them all left 100px etc).

    However if I rapid-fire the left-right button they move more than they should, and don't align in the centre.

    I'm guessing there's a better way to move the sprites left/right a set amount so you always end up with one in the centre?

    I'd be grateful for any tips on making a carousel type menu. They don't need to loop back to the start if easier?

  • I've decided to add my games to the same wrapper and have a start menu so you can choose which one you want to play.

    I just wondered if there's a memory efficient way to do this rather than loading a whole library each time?

    Can you dynamically load games? My games tend to be contained within one event sheet each if that helps?

    Thanks for any advice

  • Apologies for the late response, your solutions ended up working perfectly and added just enough random movement before the targeted movement to get the result I was looking for.

    Now to finish the game...

  • Thanks for the reply.

    I've set a random angle to begin with, but what is the command to make them move off in that angle in the first place?

    I'm used to setting a target. I'm not sure how to point something in a direction then sending them off before I give them a target to follow?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I've got a game where something pops-up in a random location, and a group of enemies head towards it.

    However, using the MoveTo behaviour they just straight-line it when it appears.

    I wondered if I could add a little variety to the movement? For instance make them move in a random direction first for 1 second, then turn to head to the object?

    A bit like they're looking in random directions then they see it and head towards it?

    Any other suggestions?

    I can set the direction to a random angle first... but can't get them to move in that direction for a second or two before heading straight at the object.

    It's a top-down game FYI.

    Thanks for any help.

  • Wow thanks so much, that looks exactly what i'm looking to do.

    I'm just working my way through blocks to make sure I understand how it's working... it makes perfect sense, though I could never have come up with this myself.

    I think this will be the perfect foundation for what I need.

    Thank you again.

Tim_A's avatar

Tim_A

Member since 5 Apr, 2021

None one is following Tim_A yet!

Trophy Case

  • 3-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

5/44
How to earn trophies