Give me a Pixel's Recent Forum Activity

  • Yeah, same.

  • Yes, I have noticed that same thing for a while now. A temporary fix for me is to add the object I am debugging to the watch list, then switch over to the watch list. I think the problem is just that there is so much data being processed, it goes slower. Since there isn't nearly as much data to process in the watch tab, it usually doesn't affect game FPS too badly.

    Give me a Pixel

  • I found your problem. On start of layout you pinned all the fire objects to the first list object, since there was no picking which one, construct just picked the first one. To fix it, make event 1 look like this:

    + System: On start of layout

    + System: For each fire

    ----+ fire: Is overlapping list

    -----> fire: Pin Pin to list (X: True, Y: True, angle: True, width: No, height: No, Z: False)

    Hope this helps,

    Give me a Pixel

  • Thanks so much!

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  • bump.

  • I'm getting somewhere with my idea. However, right now the car can turn the same speed regardless of how fast it is moving. There are only velocity x and velocity y expressions. I need to get the total velocity. Is there a way to get the total velocity (how fast the car is moving)? Ashley, can you help me?

    Thanks,

    Give me a Pixel

  • If possible, I want for the car to be moved by physics alone. I have an idea about how to make it, but nothing absolute yet. What if it was made like a real car? So have a body, front right wheel, front left wheel, back right wheel, and back left wheel. Pressing the right arrow will turn the front wheels right, pressing the up arrow will make the back wheels turn. Does anybody think this is a legitimate solution? Like I said, it's just an idea, but it could possibly work. I wouldn't know how to do it though. . .

  • Still not perfect, but by combining physics and the car behavior, I was able to create something a little better than just plain car behavior. I also added a pedestrian (which would be the cop or robber on foot in the game). If anybody has any ideas, please post here.

    drive.google.com/file/d/1mKmh8i-w97wy-bfKJmLv8n0qm9Yqsz9O/view

  • I am aware that parallax layer settings do not work with my split screen effect. I have experimented a little with layer parallax with the split-screen effect, but have gotten nowhere. The only things I can suggest are removing the parallax or making the game real time multiplayer. I'm really sorry I can't help you more. If I get any solutions, I will let you know.

    Give me a Pixel

  • Hello,

    I was playing my game, Cops and Robbers 3 (Play it on my website or the Scirra Arcade) and I realized that there are some very unrealistic things. For example, a player on foot can be standing there, and a player in a car rams into them and bounces off, while the player on food didn't move. So, I figured the solution is to use physics. The problem is that I use the car behavior to move the cars, and physics does not work like car behavior.

    Is it possible to make physics work like the car behavior? You would probably have to make it so you rotate based on how fast you're going. I'm not that crazy for using third party add-ons, but if there are some I might check them out.

    Any help will be appreciated,

    Give me a Pixel

    Tagged:

  • No problem. BTW I got your email.

  • You can contact me at gametechy2018nme@gmail.com. Also, I recommend putting it on Amazon. I have an app on Amazon.

    construct.net/en/forum/construct-3/general-discussion-7/please-add-amazon-app-store-146457

    Give me a Pixel

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Give me a Pixel

Member since 2 Mar, 2018

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