RafaelMatos's Forum Posts

  • Ribis

    It's a powerup. When the ball hit the ground, it starts going straight ahead until hit the target.

    It's more like this.

    [attachment=0:2z7urtlb][/attachment:2z7urtlb]

    edit: Imagine that this is a ball lol

  • >

    > Thanks man you are the best. So simple to do it and I was creating such a retard and buggy way to do it lol.

    >

    You are welcome

    Thanks! Are there anyway to bind the player with the platform? So it wouldn't matter which is the platform position, player would be always sticked to it

  • > I need to change the gravity constantly. When the object hit a wall I need to change the gravity of the object with platform behavior in order to keep walking like if the wall was the floor (or roof or in whatever position)

    >

    > Since using the angle of the solids doesn't work, I can't find anything that could keep track of these angle changes.

    >

    > Someone have any idea how to do this?

    >

    > Thanks!

    >

    I made an easy example

    Thanks man you are the best. So simple to do it and I was creating such a retard and buggy way to do it lol.

  • I need to change the gravity constantly. When the object hit a wall I need to change the gravity of the object with platform behavior in order to keep walking like if the wall was the floor (or roof or in whatever position)

    Since using the angle of the solids doesn't work, I can't find anything that could keep track of these angle changes.

    Someone have any idea how to do this?

    Thanks!

  • I have a power up that when the player touch the screen, the time is frozen and then he can drag and drop the object. This object has physics behavior, which lose all it's properties like velocity, direction, etc when dragged.

    I thought about getting all of this and store it in a variable. However, we have expressions to retrieve angular velocity, center of mass, mass, and velocityX and Y, but not the overall velocity.

    Summing up, after dragged and set scale time to 1 again, the object doesn't keep the velocity and direction, it drops straight down.

  • Level 999 of creativity lol. Really nice.

    You could create a mobile game using this approach. Would be amazing.

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  • max points = 40

    radius = 200

    ( radius - distance(objectb.x,objectb.y,explosion.x,explosion.y)) / radius * max points

    for example 200 - 50 = 150 , 150/200 = 0.75 , 0.75 * 40 = 30 points

    Thank you. You've saved me.

  • I have an explosion which as closer as the object B are, more points will be earned.

    I've established that every 5px closer, 1 point will be added and 200px is the explosions edge. So, in order to do an automatic comparison between these two objects, I came up with this:

    Within 200px radius, I have 40 points (200/5 = 40 points)

    I want to invert this, so I can get the right point measure. So, if I'm 5px close to the explosion, I get 40 points. If i'm 200px far, I get 1 point. If I'm 100px far, I get 20 points and so on

    I'm not good with math so would be nice if someone could help me on that.

  • Should I use Physics with stepping mode framerate independent for mobile games? Is it really affect that much regarding to the physics simulations?

    I need some tip about it

  • > You can create an invisible sprite called collision check and set it's position to the character every thick, and use this sprite in your events to create the logic.

    >

    My question is: If i have more than 1000 sprites, how can i assign the collision check to each sprite? I don't know how to make the collision check and the sprite work as if they were one. If I had only one character would be easy to do, but if I have 1000 for example?

    The player and the AI will can create an arm, things can't be static...

    Just use line of sight behavior for the collision checks. With only this, you can create hundreds of instances of the same object and still the collision checks and actions will dealt according to each instance that have matched your condition.

  • You can create an invisible sprite called collision check and set it's position to the character every thick, and use this sprite in your events to create the logic. Also, you can use line of sight behavior. If character B > has line of sight to > any character A > attack. You can use families to separate them by types of characters, like enemies, friendly character, etc.

  • volkiller730, Paradox

    Thanks guys. I'll look at it.

  • the screen type it really depends on how you design the game. but most non iphones (Android) are 16:9 res so letterbox works without black box because they are mostly the same aspect ratio

    Since I didn't understand very well those tutorials that teach you how to support multiply screen sizes, I'm using scale outer and making sure that everything important is shown.

    Ashley's tutorial says that any 16:9 resolution is ok to use. So, if I use 1280x720 it should fit perfectly on any device? It doesn't happen as I've noticed too.

  • david7457

    This is not what i'm looking for as you said.

    So, aren't there any way to create our own splash screen? It would be horrible if we can't.

    volkiller730

    I've searched it on the folder and this template doesn't exist.

  • I have searched and couldn't find anything so I'm asking here for help.

    I have two problems:

    1) How do I replace Scirra's loading bar by my own splash screen?

    2)Are there any way to create a mask in C2? When I say mask, I'm talking about an invisible object that, when it pass through this mask, the area that is currently overlapping it, stay invisible, or with 0 opacity. In other words, partially invisible. I need that because when I scroll/drag my episode's banner it overlaps the Title "Select Episode" on the top.