krish's Recent Forum Activity

  • So I have this part where player collects a jetpack and an instance variable on the player sprite 'droid.power_jetpack' needs to toggle.

    Default value = false.

    Here's the event sheet.

    First I couldn't figure out, then ran a debug panel and it looks like toggling the boolean is working at random.

    I run layout like 3-5 times, then I see it works (goes to 1, when player collects the jetpack) and then run layout again and it doesnt work.

    Been kinda frustrating for the last 3 hours.. about 4:00 am here <img src="smileys/smiley7.gif" border="0" align="middle">

    Anyone knows why this is so!   <img src="smileys/smiley19.gif" border="0" align="middle">

  • Wow I was thinking on similar lines headbanging yesterday.

    But looking at the touch count, it looked like touch starts counting from the first touch and I was wondering how I'd classify something as double touch.

    Was thinking of having a variable that will record time between each touch and compare touch n and touch (n-1) .. although I still don't know if I can pull time in secs or unixtime into a variable.

    Too complex eh :)

    So the magic is "reset the variable to 0 every half second."

    Thank you OddConfection

    Btw, any use of why the touch gets counted and are we actually breaking something internally if we reset it? Ashley?

    May be I should assign the value to another variable and use that.

  • Hi,

    I am trying to implement jump behaviour for a platformer with touch.

    Instead of having a HUD, I'd like the user to simply double tap on left half of the screen to jump left or right half to jump right.

    Currently I have player left/right moving working the same way with user touching either left/right half of screen... but I dont see a event like "is double touching/multiple touching".

    Anyone got around this?

    Looking for pointers.

    Thank you :)

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  • > This should be sticky, I wish I'd seen it before..

    > Why are you setting this: "(LayoutHeight * scaleRatio - WindowHeight) / 2 / scaleRatio" technically the result would always be 0? Or am I missing something?

    >

    > I tried to put it in my game prototype and used rex's debugpanel and I also get the values as 0

    > All my objects seem resized to same and centered on the screen.

    >

    > Not sure what I'm missing. <img src="smileys/smiley18.gif" border="0" align="middle" />

    Guess this is what happens if you blindly follow an example.

    I am trying to get my player and objects to scale.

    So wondering if the right way is to set player position to (currentXposition*scaleRatio, currentYposition*scaleRatio) and setting size to (currentXsize*scaleRatio, currentYsize*scaleRatio)

    Anyone?

  • This should be sticky, I wish I'd seen it before..

    Why are you setting this: "(LayoutHeight * scaleRatio - WindowHeight) / 2 / scaleRatio" technically the result would always be 0? Or am I missing something?

    I tried to put it in my game prototype and used rex's debugpanel and I also get the values as 0

    All my objects seem resized to same and centered on the screen.

    Not sure what I'm missing. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • >

    >

    > Extracting it all I get is the runtime.js

    >

    > and readme section in that file says copy playtomic folder into construct2installdir/whatever/plugins

    >

    > Missing files?

    NEvermind <img src="smileys/smiley2.gif" border="0" align="middle" /> Found it <img src="smileys/smiley4.gif" border="0" align="middle" />

  • DOWNLOAD LATEST VERSION HERE

    The latest version has improvements made to my plugin by boolean that makes arrays display nicer.

    Extracting it all I get is the runtime.js

    and readme section in that file says copy playtomic folder into construct2installdir/whatever/plugins

    Missing files?

  • Example capx looks good.. thank you :)

    I'm trying to use this for a game layout of 2048, 1536.

    1. Wondering of the "Every tick -> set position -> set size" done for menu_tile_bg in the example needs to be done for "every" object in my game?

    Cos that'll be a lot of objects even for a single layout.

    2. I dont see a on_click event for start_button, how is it working on browser when I click :)

  • Welcome to the Gang! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • ok I thought I could get away without using the rectangular non-animated sprite <img src="smileys/smiley8.gif" border="0" align="middle">

    Seems to fix couple of stuff. Thank you

    Still player able to stand in thin air before landing from jumpthrough objects

    Here's the new capx with rectangular nonanime sprite - Last Little Droid <img src="smileys/smiley17.gif" border="0" align="middle">

  • 3 hrs! <img src="smileys/smiley32.gif" border="0" align="middle" />

    Good work dude :) ... you should see mine >10 hrs and still cant get sh*t together <img src="smileys/smiley13.gif" border="0" align="middle" />

  • Done.

    Both via my personal account and business :)

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krish

Member since 13 Nov, 2011

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