AllanR's Recent Forum Activity

  • I don't have a C3 subscription (yet), so there is limited testing I can do with your game since it far exceeds the free limits. But the main problem I see is that you are checking for collisions between the explosion and Enemies family - and each enemy is made up of two parts, a blank sprite and an animation sprite. Both of those are part of the family and collide with the explosion, so the score gets incremented twice for what is supposed to be one kill...

    with the brains, you are only checking for collisions with each of the empty sprites, so that is working the way you expect.

  • the easiest way would be to add an action for the clock hand to:

    "Set Angle Towards Position" and use Touch.X and Touch.Y as the position.

    as long as the origin of the hand is the base of the hand, and the hand points to the right (zero degrees) initially, it will work...

    however, if you want the hand to ONLY point exactly to a number, then make each of the numbers a separate sprite, and put them all in a family. Then when you touch any family member, set the angle of the hand to the number's position.

  • crucibus

    you wont have any trouble with images that size. I have a project with 7 large picture (1920x1200) and it loads fast, and had no trouble on my ipad or iphone...

  • R0J0hound

    I have only played with the trifill test (so far) and that curve through 3 points is AWESOME!!

    fantastic work!

  • andreluizgollo

    I have been working on a tetris clone for a while too... I have been trying to copy the way the old iphone Tris game worked (before EA killed it long ago) - it was by far my favorite tetris game. I had it on my phone up until not too long ago when it finally was no longer compatible with iOS. I really liked how smoothly the pieces moved...

    you can drag a piece left or right, up or down, a swiping motion down will drop the piece. a tap rotates the piece.

    it has been difficult to duplicate the feel, but I think I am getting close. What I do is track how far a touch has moved from the initial point, and how many ticks it has been in touch. when the touch ends, if it has moved less than a minimum threshold, and for less than a set number of ticks, it considers that a tap and tries to rotate. If the touch moved more than a certain threshold down, but not horizontally, and for less than 15 ticks, then it considers that a swipe down and drops the piece to the bottom.

    that way there is no delay in moving the piece... you start moving the piece right away, and decide later if it was a tap or swipe.

    you can try my version here: (although it is still really buggy). https://www.rieperts.com/games/tetris/

    one of the problems is that I don't have the piece drift to be aligned to a column when you stop dragging yet. if it can't move it snaps into place before it locks the piece down... I had it rounding off to the nearest column, but if it was less than half way to a column it would snap back and that didn't look right so that is turned off in this version.

    if you drag too long the movement gets weird, and right now, it doesn't limit how long you can drag it upwards, and this version never speeds up...

    I was also testing particles - other interface things that only partially work so it isn't ready for anything other than proof of concept, lol :)

    oh, if you are playing with keyboard and mouse, the pause and restart buttons don't do anything (they do with touch). But you can press "P" to pause, or press space bar to restart...

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  • NAF

    I played again today - and made it to level 13 again...

    the speed they move at is working really well - the only serious problem is when you have a bunch of them corralled into a confined area and want to squeeze them in to completely trap them. If you can pick them off one by one it works fine, but that isn't really possible at higher levels since there are so many of them. The one closest to you gets "stuck" because it almost never has room to move, so the square he is on almost never is free to push a box in. And as you move around the outside of your "trap" they follow you inside, so you can't easily push the walls in to finish them off...

    so, either their AI has to change if they are confined, or if they can't move because of other bad guys, they need to be push-able... otherwise, game-play suffers.

    anyway - like I said earlier, you have a great start and it is a lot of fun already! :)

  • NAF

    that is an awesome game!!! very simple concept. but very well done - and way too addictive! :)

    I made it to level 13 once... and level 12 a couple other times.

    at the start of one level, a bad guy spawned right on top of me - and ended the game before the level started.

    and boxes routinely spawned on top of the player... (I am sure you knew that)

    would be nice to be able to start at a higher level.

    after about level 8, the bad guys are very difficult to trap.. (the time I beat level 12 took forever to actually trap all of them after I had confined them to an area where they couldn't get me) but I am not really sure what you can do about that...

    any way - with a little more polish, you will have a fantastic game! Congrats!

  • Either you aren't touching the sprites (because of collision polygons, or some other reason), or the event is not running (because it is in a group that is disabled, or there is another condition that isn't being met, or the events are on an eventsheet that isn't included, or you accidentally changed the eventsheet for that layout).

    What I do in situations like this is break things down to the simplest terms. make a new "on tap" event and have the sprite flash, or change opacity or something obvious. if that doesn't happen, then try making a new sprite and test with that...

    the fact that the old version works tells me you are overlooking something that will probably make you do a face palm when you find it! :)

  • andreluizgollo

    I noticed my sample was slightly off - because the textwidth was too long. turns out I had a silly bug. The font character widths weren't actually getting loaded because of a typo with the loopindex tag.

    So, I fixed that, and added rulers and drop shadows, and some Regex to add commas... you can re-download it from the same link above.

  • andreluizgollo

    to center two objects, you need to calculate their total width (including the gap between them),

    then find the center of the screen,

    then subtract half of the total width of the objects from the center, so obviously half the total width is on one side, and the other half is on the other side...

    a couple things to watch out for: if you use "Scale Outer" to have your game fill the screen, then the left edge of the screen might not start at zero. So, I always calculate the center by doing:

    viewportRight(0)-viewportLeft(0) / 2

    you also have to factor in where the origin of the coin sprite is. If the origin is the middle of the sprite, then you have to add back in Coin.Width / 2

    I made a sample because it is harder to explain than to show... click the coin to randomly generate a new number and have it center the coin and text. Note: when you start my sample, the coin and text wont be centered until you click on the coin...

    https://www.rieperts.com/games/forum/coincenter.capx

  • Constructyme2k19

    if you are talking about using touch to make sprite buttons that have a normal, hover, and down state, this is how I do it...

    I use a sprite I called TouchPoint that tracks where the touch is... this works with multi-touch or a mouse.

    each button has an instance variable that tells the name of a function to call so that you can make the button do stuff.

    https://www.rieperts.com/games/forum/buttontest.capx

    if you are talking about changing the mouse cursor, that is something completely different.

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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