dop2000's Forum Posts

  • Try creating "System->Is between values" event in C2.

    You'll see that it's inclusive of lower an upper bounds:

    lowbound <= num <=highbound

    I'm a bit late to the party, but I agree with Bruno and others.

    OP's attitude is terrible and the project is a complete mess. You can tell by simply looking at the file he posted - project is buried inside multiple sub-folders (\VARIABE_CLEANING\_NEWONE_USETHIS\windows splice in - Copy (10)) and includes a 4.5Mb backup file!

    And instead of creating a small capx to demonstrate the problem, he demanded Ashley to look for a potential bug in that pile of garbage?!

  • Not sure how Pin+ can help with setting the right angle.

    You can define another image point in your animation frames for weapon direction.

    See this picture:

    Red image point is where you position the gun.

    Blue image point is for setting the angle of the gun.

  • Create a Trail sprite with the same picture as your main character. Add Fade behavior with about 0.2s fade out time and set "Destroy after fade out=Yes" .

    When your main character sprite is flying, spawn that Trail sprite approximately every 0.05 seconds at character position, set random angle.

  • Thanks for the advice, I just found an easy solution.

    I can get "squished" position of each image point using this formula:

    squishedX = Sprite.x + (Sprite.ImagePointX(1)-Sprite.x)*squishFactor

    squishedY = Sprite.ImagePointY(1)

    It always helps to try to explain the problem to someone

  • No, I need a smooth tweened rotation. I actually only care about the movement of image points, the sprite itself is invisible

  • The picture explains it all:

    I have a round sprite (clock) that I need to rotate and display slightly squished, but only vertically.

    Is there an easy way to do it?

    I can't use Paster or similar plugin because I have lots of image points defined on the clock and I need to be able to read their coordinates.

  • You can keep your score hashed at all times. Check if the hash is correct before adding points or submitting the score.

    Or keep track of the score in 2 different variables - one in clear form and another in some encrypted/obscure format. (Multiplied by 3.14, converted to text, written backwards etc.)

    Display the clear variable in your game and don't check its integrity, allow the hacker to change it. But when it's time to submit the highscore, de-crypt the other variable and upload it.

    Unfortunately, there is no 100% protection from an experienced and determined hacker, all these tricks will only make his job a little bit harder.

  • zenox98

    Try setting the first parameter to 1.

    DETAIL=1

    THICKNESS=doesn't matter

    NUMBER OF BOLTS=10

    DISPLACEMENT=400

  • I don't have any experience with cocoon.io, does it allow you to make changes to the AndroidManifest.xml?

    You can define available screen orientations in that file.

    https://developer.android.com/guide/top ... ement.html

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • So you want the AI car to respawn after few seconds at the point where it died?

    There are a few ways to do it. I think it's better to disable the car and make it invisible, then re-enable it.

    Here is the updated CAPX:

    https://www.dropbox.com/s/bva4qv6z91c3k ... .capx?dl=0

    I fixed a few other things, like "Every tick->Wait 6 seconds", they were just too painful to see <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

  • You link doesn't work.

  • Do you have the same image point in all animations and in all frames?

    You can use Pin+ behavior to pin the weapon to imagepoint:

    Or you can do it without the Pin+.

    Remove Pin behavior.

    Add this event:

    System-> On every tick
       Weapon -> Set position to (Character.ImagepointX(1), Character.ImagepointY(1))
    [/code:3oj2deri]
    
    You might also want to update weapon angle depending on current animation playing or with something like this:
    [code:3oj2deri]   Weapon -> Set angle to (Character.ImagepointX(0), Character.ImagepointY(0), Character.ImagepointX(1), Character.ImagepointY(1))
    [/code:3oj2deri]
  • brunopalermo

    Wow, a real stress-test for my laptop!

    <1 fps and 99% CPU on highest settings!

  • I believe this is now resolved:

  • kellehk

    And... one more improvement <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Dots can now fall many at once, they don't wait for other dots to stop moving.

    https://www.dropbox.com/s/qm2biem1il1p8 ... .capx?dl=0

    Pretty cool game by the way!

    You can improve controls a bit (especially if you are planning to publish it for mobile).

    Add another invisible sprite DotTouch, make it about 4 times bigger than the dot. Create a container with Dot and DotTouch for easier management, and pin DotTouch to each Dot on start of layout.

    Change your touch events:

    Touch -> On touched DotTouch

    Touch -> Is touching DotTouch

    You don't need to pick Dot inside the event, as it is in the same container, it will be picked automatically.

    And DotTouch will be destroyed automatically too.