dop2000's Forum Posts

  • Here is the file saved with version 244:

    https://www.dropbox.com/s/keqejly091y9m ... .capx?dl=0

    Hint - CAPX is actually a zip archive. You can extract it to an empty folder, open .caproj file in a Notepad or other editor and change version in this line:

    <saved-with-version>24600</saved-with-version>[/code:1noq4x2f]
  • It works for me.

    All events ("On touched", "On tap gesture" and "On double-tap") work with the list on my Android phone.

    The list looks different though, not the same as it is on PC.

  • (deleted)

    EDIT: Sorry, I misunderstood your issue.

  • RozekEnhance

    Is there an Enhance plugin for C2?

    If it's so great, why is it free, what's the catch?

  • Ok, I think I fixed it. Or at least made it slightly less broken <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    (link removed)

    I changed the way you select dots that should be moved (nearest dot which is above the cell) and I put the entire "For each cell" loop into a function, because I think it should not be executed on each tick.

    I call this function after a line has been completed or after all dots have stopped moving.

    It still uses pathfinding just to move dots, and not for its true purpose <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    You should probably replace it with MoveTo behavior or Custom Movement or something similar.

    Edit: Fixed a few more things, here is a new link:

    https://www.dropbox.com/s/5tw3tg8ilfs0b ... .capx?dl=0

  • I don't have much experience with Pathfinding plugin, but I believe it needs obstacles to find path around them. Otherwise there is no point in having it. As soon as I add solid behavior to your cell sprite, dots start falling to emptied slots.

    EDIT: sometimes they start falling, sometimes not.

    I still don't quite understand how the pathfinding behavior is supposed to work in your code.

    If you want your dots to move to a free cell, I think you need to fill occupied cells with transparent hexagonal solid blocks and then use pathfinding to find path between them.

  • I think you forgot to add solid behavior to your Cell.

    Or change pathfinding Obstacles property to Custom and add obstacles with events.

  • Your link is broken.

    Try posting it without the "https://"

  • It's probably the way physics engine does forces calculations.

    Why don't you apply just one force to the center of the car when you need it to drive straight?

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  • Using more detectors will not be good for performance.

    You can add an instance variable "isOverlapping" to the Detector sprite and use it to determine when Detector is no longer overlapping asteroid - that would be your second point to spawn particles.

  • No worries!

    Here is a new version with improved graphics and lots of new features:

    https://www.dropbox.com/s/xo1u70v2zpgu6 ... .capx?dl=0

  • I see you prefer "hacking" methods

    Don't think Scirra developers would approve your ways though...

  • Have you seen the Tutorials section?

    https://www.scirra.com/tutorials/top/pa ... de=compact

    There are literally hundreds of tutorials, I'm sure you can find something relevant.

    Even if you don't know how to make the movement look natural, you can leave it as it is for now and start working on other parts of your game. Return to this problem when you become more experienced with C2.

  • My example is of course very crude. If you want a more natural movement, you should definitely do more than just rotate the bow sprite.

    Maybe create separate sprites for arms/torso and allow them to move to a certain angle. Or add different animations for your character. Or combine both methods.

  • Have no idea.. It's all good on my side.

    Try running the game in debug mode (Ctrl-F4), maybe you could see anything there.

    Also, I made a new version of this game for another post. Now featuring weapon shops!

    https://www.dropbox.com/s/xo1u70v2zpgu6 ... .capx?dl=0