Christmas's Forum Posts

  • Great mekonbekon looks like everything I need to know is here. Thanks yet again

  • Hi all. I hope I word this ok cos this is quite hard to explain.

    Here's the Capx https://www.dropbox.com/s/vl61kbgxhd44sn5/Block%20Test.capx?dl=0

    After a physics block is fired at another physics object (tap anywhere to shoot the block in that direction) it needs to spawn a collision effect. Sounds simple, and it would be under most circumstances.

    Currently. It is spawning the particle effect on the origin point of the objects, which is not what I need to do. I need it to appear at the exact point the block hits. For Example: If the corner of the block hit the wall the particle would spawn on that corner.

    So yeah, obvious answer is to add another image point to spawn the particle, BUT this is a 4 sided cube spinning so that image point could appear anywhere on the surface area of the cube that hits the wall.

    Since there doesn't seem to be a way to move Image points on the fly I'm not sure how to achieve this. I imagine it would be done by not using image points at all, and using System - Create Object, and a command to spawn the particles directly between the two physics objects on collision. But being an awkward so and so, I've made this more difficult as I require all the physics objects (Blocks and Walls) to be in the same family, for reason I won't bore you with.

    Any help would be greatly appreciated. Thanks in advance

  • You nailed it mekonbekon that's exactly what I needed to do. Thank you so much

  • Thanks blackhornet

    That's really effective, but its not quite what I'm trying to achieve. I need the scale of the projectile to reduce in relation to the touch point.

    For example, if you touch near the bottom of the screen, the projectile would disappear into the distance much quicker than if you touched near the top.

    I'm sure I could use LiteTween to do this, but there needs to be some kind of event that tells the projectile what duration of time to scale down, relative to its proximity to the target. That's why I'm thinking there needs to be some kind of Lerp/Delta-Time event in place, but I'm crap with that stuff.

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  • Just to clarify, I simply want my bullet object to scale down to 0, according to the distance it travels to the touch input. As if it is going off into the distance.

    Been trying lots of things and looking at similar topics on the forums, tried using LiteTween plug-in, and not having any luck (couldn't find any working examples of how LiteTween could handle Scaling like this, most links are outdated and inaccessible).

    If anyone can help I'd really appreciate it

  • Hi all,

    Sure this is very simple, but I've got a sudden case of brain-wrongs. It may have been answered before but struggling to find it on the forums. If a topic like this exists then a link to that would be great.

    I'm trying to make a fake 3D looking First Person shooting gallery game, in which you tap the screen to fire a projectile towards the players Touch. I've set it up like this so far and it works (sort of).

    https://www.dropbox.com/s/l63db4naynyle3w/Throw%20Test.capx?dl=0

    So I have an instance variable on the Projectile object that scales it so it gets smaller as it flies off into the distance to give that 3D effect. However I want it to scale down realistically towards the point of Touch, rather than just off in in the Touch angle as it does now.

    I imagine that's done using Lerp to alter the time taken for the projectile to scale down based on its proximity to the target, but I always get a bit confused when the Lerp monster gets involved

  • [quote:3mi7u0ts]@Christmas Please read Photon Chat intro: https://doc.photonengine.com/en-us/chat ... chat-intro

    It describes how chat works and is applicable to for any Photon Chat SDK including Scirra.

    You can't forget that part of the appeal of Construct 2 is that it uses an Event System that non-coders can understand to 'script' your games. Bear in mind that a large portion of Construct users will not be coders and its not always satisfactory to provide them with code to help solve their problems, they need to be addressed on the Event sheet.

    Its very simple to add comments and annotations to the Event sheets and all tutorials or demos should include them to help the average Construct user better understand how things work. It would be nice if the Photon plug-in demos could be updated with clear instructions. You'd likely get more users picking it up and passing on their knowledge, increasing understanding of the specifics of the plugin so that more Construct users will turn to Photon for their multiplayer solutions.

  • Thanks I figured out a way to do it using PhotonTest but I'll try with PhotonChat too, and see which is more efficient.

    Appreciate you looking at that, cheers

  • Figured the naming issue out...

    Set name of local actor to ACTORNAMEVARIABLE

    Set text to PhotonTest.ActorNameByNR(PhotonTest.ActorNR) & ": " & PhotonTest.EventData

    Sure there's a better way but at least it works

  • Its alright I figured it out for myself somehow eventually somehow

    PhotonTest - Set name of local actor to ACTORNAMEVARIABLE

    Chatlog - Set text to chatlog.Text & newline & PhotonTest.ActorNameByNR(PhotonTest.ActorNR) & ": " & PhotonTest.EventData.

    Cheers me

  • Are there any tutorials available for Photon Chat itself? There are only two Photon tutorials on Scirra (both excellent but neither covers chat extensively).

    The Demo's from ThePhotons included with the Photon plug-in just aren't helpful as they have no instructions/comments whatsoever. The demo-chat.capx doesn't seem to function at all, of course I'm sure I'm doing something wrong, but without instructions how would I know?

    I'm having real issue trying to do something as seemingly simple as having sent messages display the unique name of each user in the simplified chat room of this tutorial... https://www.scirra.com/tutorials/5023/how-to-build-a-multiplayer-game-with-photon

    Its frustrating because this is the type of thing that Constructs Multiplayer plug-in handles very simply, but without IOS support (where much of my client base is) I have to use Photon

  • Hi all. I'm learning how to use the multiplayer Photon plugin, however I'm very green and there are not a lot of tutorials around for it. I've been working off this simple one and its excellent https://www.scirra.com/tutorials/5023/how-to-build-a-multiplayer-game-with-photon (capx included on page)

    However there is one thing I wish to do with the chat box that I can't get my head around. The chat box currently displays the players unique ID as the number joined. So the chat screen currently looks like...

    <1> Hello!

    <2> Hello!

    etc...

    At the beginning of the layout I am adding a login screen with a text box to store the players name to a variable, but at the moment I can only find a way to display the same name for every player joined, which is useless. Would anyone know how to apply a unique name entered to be displayed for each player in the chat screen?