InDWrekt's Recent Forum Activity

  • Take a look at this tutorial:

    https://www.scirra.com/tutorials/685/ma ... ne-concept

    It uses a Canvas plugin to split the image.

  • First, The forums are filled with topics like, "How do I make <insert any game type here>?" Have you searched the forums for similar questions? There may have already been an answer to yours in a previous topic.

    Second, we could be more help to you if you were more specific about what you need help with. Are you having trouble getting the physics to work? Do you need help with designing a system where the player clicks and drags to define the velocity of the ball. Or is it just trying to figure out how to define if the player made a basket. Asking a focused and specific question will get you better results than asking a generic "how do I make my game" question.

    Finally, I don't really know of any tutorials for your specific game idea but, here is a super simple example I just put together. I used some very basic math so, if you want it to react more realistically, you would need to figure out a more appropriate equation for setting the velocity. Also, you probably want to play with the physics settings and add a max strength to the ball's velocity. Be sure to look at all the settings on the objects behaviors.

    I hope that get you what you need and good luck with your project.

  • nickdtsag

    Glad you found a solution that worked. I can see the benefit of your solution compared to the Lerp function. It appears you want the sprite to move at a constant rate along the Y axis whereas the Lerp function would cause the plane to accelerate more the farther from the Mouse Y it is. Just for fun, I thought I would give you an optimization for your method. You can cut your action count in half (I know, 1 action isn't a big deal but this function can help in a lot of other ways as well) by using the conditional operator. I will post a link to the operators section at the bottom so you can read about what it does.

    [attachment=0:174xc1t2]Capture.PNG[/attachment:174xc1t2]

    This single action will do the same as your 2. Just change one of your conditions to not equal then replace the action to set the AirplaneRender.Y to the following:

    AirplaneRender.Y + (Mouse.Y - AirplaneRender.Y > 0 ? 2 : -2)

    https://www.scirra.com/tutorials/77/nat ... uct-2#h2a0

  • Take a look at the LERP function. The tutorial below will give you an idea on how to use it.

    https://www.scirra.com/tutorials/378/cr ... -with-lerp

  • Yes, an SD project would run faster and more efficiently than HD but...

    ...the speed, power and screen size of the hardware would define how noticeable the difference is to the user. If you are running on a small portable device with very little ram and a slow processor, you would probably want to use lower definition images. If your game is only intended to run on full PC systems with fast processors and lots of ram, the speed difference would be minimal and the user experience would be better at a higher definition.

  • You don't have enough reputation to post links so, we cannot get to your project to view it.

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  • There is a Turret Defense template built into Construct that can show you everything you need to know about creating a game using turrets. Just create a new project and search for it in the list.

    There are 2 actions on a sprite that you can use. "Set angle toward position" or "Rotate toward position", then use the X and Y values from the player object in the position fields of the action. Of course any of the rotate functions would work but these 2 are the easiest for what you need.

    I hope this helps and good luck with your project.

  • Here is a really simple example for you. Take a look at all the behaviors and and the events. It should be all you need.

  • Have you read the GNU license information? If not, I would highly suggest you do so. It explains what must be covered by the GNU license. In short, your game does not have to be covered by the same license. The engine your game is using does. In other words, if you add any code that does not in any way alter the engine, that code is yours and you can license it as you please. That also goes for all assets (art, music, even the event system you built in the engine). You own the rights to your creations. If however, you do alter the engine some way, you must release those changes to the community. Also, you are legally obligated to include the license information for the engine in any derivative product you release.

    As for making a free game, yes you can as long as you adhere to the license.

    Finally, I believe the source code is found here:

    http://sourceforge.net/p/construct/code/HEAD/tree/

    I hope that gets you what you need and good luck with your project.

  • There is an action called "Set Angle Toward Position." It takes an X and Y coordinate and rotates your sprite so the right side of the sprite is facing it. Remember, the right side of your sprite is considered the front or angle 0. So, to get your sprite to face where you touch, you pass in the Touch.X and Touch.Y.

  • No need to feel stupid for not being able to figure something out. It takes time to learn Construct.

    Here is a screen shot that should give you everything you need.

    [attachment=0:2p4nxkm0][/attachment:2p4nxkm0]

    It is done using the custom movement behavior.

    I hope that helps and good luck with your project.

  • The answer to your first question is, yes the full DX9 has more functionality but as far as I have seen, Construct Classic doesn't use all the features. The feature set of DX9 in CC is very similar to the feature set in WebGL which C2 uses. Of course, in this I may be wrong.

    WebGl and html5 are far more powerful than you think and can handle highly complex games. Check out games such as Warface and Ballistic.

    As for the interface, give them both a download and take a look. Of course the biggest difference is that CC doesn't have any restrictions where the free C2 does.

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InDWrekt

Member since 19 Sep, 2011

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