HenryPK's Recent Forum Activity

  • HERE COMES THE BIGGEST TEXT EVAR

    I am making a game where you can craft your ship. However the Thrusters aren't working as intended, because they should respect equilibrium basics. In the current game, if you put only one thruster at the side of the spaceship, it goes forward. But instead it should rotate, so the player would have to place two thrusters one at each side of the spaceship to prevent rotation...

    I have tried many ways of doing this work but I can't figure it out.

    Currently, it tests if the Thruster's Angle is in a 180º range in relation to the ship's angle with the Thruster...

    [quote:2265jegw]ShipComponent.Angle - 180 <= angle(Shipcore.x,Shipcore.y,ShipComponent.x,ShipComponent.y) <= ShipCoponent.Angle + 180

    If it is, spin counterclowise! If not, spin clockwise. So if we placed the thruster at the right of the ship (angle 0) facing upwards (what on the sprite is angle 0) it is on the range and SHOULD spin counterclockwise. And placing the thruster at the left of the ship (angle 180) facing upwards (the sprite's default animation is upwards when angle is 0) it is out of the range and is should spin clockwise.

    And it worked... if you place the Thruster on the left side of the ship, it spins clockwise. However if I place the Thruster on the right side of the ship, instead of turning counter-clockwise, it just doesn't spin... it get stuck between 0 and 359 degrees!

    Maybe it's something with negative numbers. Calculation number 1 of angle gives me negative values such as -90. But the angles of the Thrusters would give me 270 instead of -90... But I am lost at this point...

    CAPX: https://www.dropbox.com/s/bvu1nno4h34xg ... .capx?dl=0

    Thank you, if you can help me.

    Thank you for reading anyway, it was a very big text.

  • The 'Integer' itself, give us black borders. Except when the window size is the viewport size (or multiplied by an integer number.)

  • Canal no discord para discutirmos e colocarmos padrões em comum: https://discord.gg/Baadu7s

  • you're welcome.

  • you're welcome.

  • Yaaaaaaaaaaaaaaay! I am a teenager with a successful game! You're welcome

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Well... I tested and it works like this...

    [quote:hp1ze5ij]

    Enemy | Object has LOS to Player

    System | Every X Seconds

    Enemy | set angle to lerp(self.angle,angle(self.x,self.y,player.x,player.y),0.03) (this is smooth turning)

    Enemy | spawn Bullet at Layer X

  • For me it just worked well...

    [quote:2ceddctd]

    System | On Start Of Layout

    Child | Pin Pin to Parent (Position & Angle)

  • an additional condition from System plugin called 'Every X Seconds'

    yeah. i said it's from System plugin, and lets you do any action every x seconds.

    but on that particular case, it does that.

    you have to use them together (maybe reverting the order: first the "every x seconds", then the "has LOS")

  • Hello. I'm kind.

    Is your (on Project Properties) Pixel Rounding set to ON? because this prevents objects to be drawn between pixels.

    Check out the default definitions for pixel art games in the construct2 template.

    Sampling = Point

    Fullscreen scalin = Low Quality

    Pixel Rounding = On

  • hey. you should add an additional condition from System plugin called 'Every X Seconds'. So then you choose the interval of time.

    [quote:1rdpt40y]

    Enemy has LOS to Player

    Every 1 Second(s)

    >> Enemy spawn bullet at Layer x

    if enemy sees player, it will shoot a bullet every 1 second.

  • I played around here, and the Browser plugin kinda seems to solve the problem.

    you can make an fullscreen request on an 'On Touch' block (unfortunately or not, browsers block any fullscreen request that's not associated to an user input) so then you set the audio property Timescale Audio to On.

    So then you make:

    [quote:31o7m2hb]

    Browser | Is fullscreen

    >> System | Set Time Scale to 1

    //any more pausing effects you may want (I used opacity and a pausing icon)

    System | Else

    >> System | Set Time Scale to 0

    //remove pause effects

    You can only hold X when you aren't in fullscreen mode.

    And since the game (and audio) pause when aren't in fullscreen, you can't pause something that's already paused.

HenryPK's avatar

HenryPK

Member since 5 Aug, 2016

None one is following HenryPK yet!

Connect with HenryPK

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies