jobel's Recent Forum Activity

  • R0J0hound wow, that does simplify it...

    For the torque calc, I don't understand what the multiplying it by 3 does? lowering this gives it more drag maybe? I'd like to play around with the sensitivity and drag.

  • Cool looking game. Is it a mobile game? Your screen layout is very odd for game on Steam. There's so much wasted space to the left and right.. it's a shame, why not fill up that space? even stretch your sprites a bit?

  • I'm trying to spin a knob using a touch swipe control scheme for mobile.

    first I tried using the physics behavior... no good.

    so now I'm manually checking the direction of the swipe, and then the position of the swipe - since that would change the spin direction.

    if there's no easier way, can anyone make suggestions to make this capx tighter? I actually have only tested this with the mouse so

    far...

    I'd also like to make it more kinetic and tried using Touchspeed, but I'm not sure how accurate the mouse is in replicating that. Currently that part is just commented out, but it wasn't working very well especially swiping up.

    https://dl.dropboxusercontent.com/u/362 ... _spin.capx

  • So all these objects are not spawned but start in the layout?

    The object list only gives you the parent information, you need to select the individual instance to set it's specific values.

    I put everything outside the layout, I make my margins giant and use CTRL-MouseWheel to scroll way in/out

    Anything that is spawned-only like, bullets, explosions, enemies etc.. I immediately destroy OnStart of Layout, but then I would only have one of that object in my Layout.

  • nice one R0J0hound I could definitely use something like that... easier to edit the .txt file

    I;d rather use a TAB instead of 3 spaces, is there a way in C2 to reference the ascii char of a tab? x09 or something?

  • thank you community for helping me to figure it out... you rock as usual!

  • Or something like this.

    https://www.dropbox.com/s/rsh0se6o0al92 ... .capx?dl=0

    I like this approach.. so you are 'overloading' the dragdrop behavior by saying if they started the drag drop behavior and they didn't actually drag it anywhere (stays in same place) then treat that as a single click, otherwise treat it as a normal drag/drop.

    awesome.. perfect, that is EXACTLY what I was looking for... thanks!

    in my opinion the Drag/Drop behavior is faulty... isDragging should not turn TRUE until the X/Y has actually changed to separate it from the single left-click. Instead it turns TRUE as soon as you click it...which is wrong logically (since I only clicked it) and wrong practically since I now have to jump through hoops to get a single click trigger separated.

  • When I click a tile sprite I want it to rotate which is no problem.

    When I drag a tile onto a grid I want it to pop into place by doing an onOverlap, Set Position,Play SFX(snapping sound).

    The problem is clicking the sprite to rotate it triggers the DragDrop. So it repeats the DragDrop code when rotating. I've tried with various booleans, but it seems like separating the two functions is not easy.

    Is anyone else using drag/drop with being able to rotate sprites?

    thanks..

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  • depends on your enemy..

    what kind of game is it? what do you want the enemy to do?

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jobel

Member since 27 Jul, 2013

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