lamar's Recent Forum Activity

  • You can use a text box which allows input and save that to a global variable set to text.

    You can save that using the save and load system commands or using local storage.

    Look in the tutorial section for text box and local storage and save and load commands.

  • Having worked with C2 physics quite a bit I can tell you it is not going to provide real world physics but is designed for games to give the illusion of physics.

    Many factors in the real world simply can't be factored in to computed physics that happens in real time because a computer does not react in real time and is a string of events played in order one after the other. It does it super fast but will never match what happens in real life physics.

    That being said, you can get some good simulations for studying the effects and teaching basic physics in C2 and you can look at Chipmunk physics by R0J0hound that allows more settings for parameters.

    I believe the 10 mark used on C2 is set to actual gravity but the units used are designed to be easier to implement.

    There is a catapult example included in C2 and many good discussions on physics in the forum and tutorials to search that should help.

  • You can set the Z order directly in a sprite commands.

    In some of my games I have to reset the Z order after new objects are created that would be on top and sort Z command is useful for that.

    Sorting by Y coordinates may be tricky if your objects are moving around.

  • I mean the ripple effect

    I haven't seen the effect in TTP but there is a ripple effect in the effects section.

    I use that for water and flame ripple and has lots of uses.

  • > Are both set to solid and what movement system are you using- platform, physics, or other?

    >

    i am using physics

    When you use physics any object a physics object contacts also has to have the physics behaviors.

    So if you have a player with physics it will only react to a wall with physics behavior.

  • You can spawn directly from the hive.

    Every so many seconds: Hive spawn bee from image point 0

    If you want them to have some random or set movement you could use Sine as mrtumbles suggested or a set movement using custom movement commands.

    Since these are bees the random with Sine would probably look good for a swarm of bees.

  • Hmmm?

    What I see is your use of on pathfinding path found move along in line 284 is probably over riding your order to stop moving in line 285.

    I would add a global variable trigger to that to to stop the pathfinding completely when that distance is met.

    That should fix the problem.

  • You have to download the updates but you don't have to download each beta update and I just wait for the next stable release.

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  • All sprites when put on the layout rotate automatically to 0 degrees unless you change that in the sprite settings.

    0 degrees is facing right, down is 90, left is 180 and up is 270 with all degrees between 0 and 360 covered.

    First you need to rotate the sprite in the editor so it is facing the direction you want it to start at and set that in the sprite settings.

    Then in the events you can rotate the sprite Using Rotate Towards position and set that to the X and Y of the position or object you want it to rotate towards.

  • I just made the same game in a few minutes using the platform behavior for player with X set each tick and the floor and obstacles all set to bullet with the same speed moving left at 180 degrees.

    I used a block sprite to register when they collide off screen and put them back on the right after a random time.

    Have not fleshed it out yet but works well and haven't even used 5 events.

  • Looks like you are missing your left ( in some lines starting in 99?

  • Part of the beauty of physics is it responds naturally to collisions which has some unpredictability in real life.

    In most voleyball games I have played the physics are actually over rode and when you locate your player under the ball you use some other form of control like crosshairs to bump the ball towards another player or position.

    I would use something like the trajectory control in angry birds or a cross hair with X and Y vector so the player can see where the ball will be bumped to on the field or to a player.

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lamar

Member since 11 Feb, 2014

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