lionz's Forum Posts

  • To move with your finger you'll want to experiment with the drag & drop behaviour. Add it to the one of the objects and you'll see. There are ways to have objects follow a mouse cursor but of course on a mobile this will be different so I would use a combination of teleport to touch and have the objects use drag/drop so they can be dragged around the screen.

  • Modifications :

    • On Collision with changed to overlapping
    • Set angle toward for object facing planet
    • Set gravity angle fixed
    • Removed logic that wasn't required
    • Changed the collision for Sprite 6 (it was too small)

    dl.dropboxusercontent.com/u/49548363/endless%20simple_modified.capx

  • Yes to all.

    1. Set timeout to 9999

    2. Give it solid behaviour then you can interact with it using those commands

    3. Yep, give the particle the physics or bullet behaviour

    Sprites are easier but I guess use Particles if you want some elaborate animation.

  • Well I added the Every tick late on in case he didn't know what I was on about. It's not clear whether he wants them not to collide with each other but collide with environment objects, whether he simply wants them to not overlap with each over for some reason or whether they shouldn't collide with anything in the level at all. Just posted generic response while waiting for more info.

  • Every tick > Object > Set collisions enabled(disabled)

  • Choose a character.

    If ChooseCharac = 1 > Go To Layout > Create Player 1

    If ChooseCharac = 2 > Go To Layout > Create Player 2

    Should be as easy as that. Your way sounds like it's fine. Explain in more detail what the issue is and then someone can resolve it. Likely just a problem with the way you have implemented it / one of your events.

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  • You've got the set angle of gravity set up wrong, it needs to be in format player.x,player.y,planet.x,planet.y. It works when you change those values. Also remove all of the pin logic, that seems to affect it. You only need the one line for set angle of gravity.

  • Send it me in PM.

    Edit: Ah, strange timing. I will take a look

  • I just thought actually, well I had Super Mario Galaxy in mind, touching won't work as you need to detect gravity pull while in the air. With touching you won't be able to leave the planet you're on so I would set up a gravitational field, like a sprite that surrounds the object but is invisible and if the player comes into contact with this then it takes the gravity angle of the relevant object. If the player is outside any gravity field then you set the angle of gravity to default so the player can just jump normally between planets. In my head this works, erm have fun! : D

  • Hello, could you please link to all of the plugins as I need them to open the file.

  • Additional logic for which planet you're touching? If player is touching planet A set angle of gravity to planet A, if player is touching planet B set angle of gravity to planet B. These will run every tick automatically.

  • Nice, make a tutorial! <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Can you expand on 'reacts weird'. What exactly is the bug that's occurring? Also I'm not sure mobile games make use of gameplay such as using multiple fingers? Seems a little weird to be able to do that really. I would expect that I could drag things with one finger but not use two different fingers to drag two different objects at the same time. That being said, it should probably work fine. Were you using the drag/drop behaviour?

  • Sounds interesting. Are you able to post a screenshot of what you would like? I think maybe you mean a damage summary where it lists 'Player X did 30 damage to Enemy A', 'Enemy A hit Player X for 20 damage' etc but I'm not sure!

  • how much do you know about C2? have you read the manual? have you made games or levels before? will you know what I'm talking about if I start talking about the event sheet? thanks