MPPlantOfficial's Forum Posts

  • Besides that. Using regular physics for that is not really difficult. Dont need vectors. Gravity is just and no more then a force applied every tick. So, if you apply a force under an angle every tick, you created gravity.

    I suppose. Actually I've already done this using regular force.

    I'm just being a lazy mofo by refusing to recreate my previous example.

  • Hello rexrainbow . Got a suggestion for this example?

  • That plugin is a add on the regular physics plugin.

    Just dont use it ?

    It is. But I want a degree of control over gravity that the standard physics plugin just doesn't offer.

    The alternative is using vectors and I don't want to have to deal with that.

    This plugin offers the first step by making you choose your gravity source. It's just a matter of transferring the sprite (and in my case, Normalizing the gravity) to control gravity.

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  • Simply set a number random(0,1000) when selecting the odds of the next card/chip/number/whatever

    and use the condition If Number <= 10 'winning' card/chip/number/whatever appears.

  • Hey guys. I'm experimenting with Rev_Gravitation plugin and I want to use it in a different way if possible.

    I want to convert it's gravity only 1 direction.

    What is happening right now:

    ^What I want to happen

    Is this possible?

  • I personally prefer pixel art but I don't have the time nor patience to learn it so I use Vectors.

    I can only speak from preference though.

    I have not made a decent game yet.

    At least not decent enough to have attracted a good amount of downloads.

  • This is real sweet. Will experiment on this one instead of using vectors.

    Btw, how do I use this so it only attracts in 1 Axis at a time?

    I want to switch gravities b/w X and Y

  • I can imagine a double sine behavior.

    Create a decoy sprite with sine behavior: NUMBER ONLY

    Give you main object the SIZE SINE behavior and set magnitude to DECOY.Number

    There you go!

  • MPPlantOfficial I don't know how I would go about doing that. Do I use "set to another object?"

    Another issue I see is that I plan to have areas that don't have the scroll_to box. Is there a way to set it up for those areas? Do I make another box?

    What is the origin and sweet spot of your textbox anyway?

    Maybe instead of: (ViewportRight(0)-ViewportLeft(0))/2, (ViewportBottom(0)-ViewportTop(0))

    Try (ViewportLeft(0), ViewportTop(0) )

  • oosyrag Yeah, no dice. Just ends up in the top-right corner.

    The issue with my original code was also that it would spawn only at one place. So if I went to an area that wasn't where the text would show up, the text wouldn't follow me and end up on the screen where it needs to be.

    Is there a box in your CAPX using SCROLL_TO behavior?

    Just set your Text at a distance relative to the box.

  • Problem Description

    ____ Trying to import a sprite picture gives me a strange box which I will be posting below: ____

    Attach a Capx

    ____ Was not able to create capx. C2 crashed ____

    Description of Capx

    ____ Capx at the time of closing only contained a tilemap with a few drawn tiles and 2 sprites which haven't been assigned any behavior or function yet. ____

    Steps to Reproduce Bug

    • Add new object: Sprite
    • Import any image
    • Confirm and close the image

    Observed Result

    ____ Was not able to import image. Instead a box appears and capx crashes ____

    Expected Result

    ____ Go back to my project ____

    Affected Browsers

    • Chrome: (YES/NO) N/A (Did not play project)
    • FireFox: (YES/NO) N/A (Did not play project)
    • Internet Explorer: (YES/NO) N/A (Did not play project)

    Operating System and Service Pack

    ____ Intel i5 ____

    Construct 2 Version ID

    ____ 243 ____

  • Thanks, any chance for a simple mechanic tut via capx?

    Canvas and Paster definitely sound like your best options if you want to change fonts geometrically.

    I have no tutorials as I've only ever seen them in action but not tried them myself.

    Although I managed to create a decent bit of animation on the title card of one of my games.

    I don't have a gif but the link to it is the first icon you'll find on my sig.

    I cut the title card into several segments and simply put sine behavior and different effects on each.

  • Great work yet again by Rojo.

    I was about to say something useless like "Open C2 and throw your computer out the window" or something.

  • In one week all you can do probably is a "Hello world" of sorts for C2.

    You have your basic existing templates but I think the right approach would be to build a game from the ground up.

    You also have to consider the default games 14-15 year olds are playing these days.

    Back then a single Space Invaders level would be the ideal "Hello world" for a game engine but these days I'm guessing kids would gravitate more towards an Endless Runner types, Flappy Bird or even Stick Ninja.

  • You can do this one of two ways.

    First is giving the character a drag-and-drop behavior.

    Second is by using LERP.

    Createa Global Var: BIND_SPD = 0.2

    On is touching screen | set character X to lerp(character.x, touch.x, BIND_SPD)

    On is touching character. | set character y to lerp(character.y, touch.y, BIND_SPD)

    0.2 is a good scroll speed but adjust it with ranges 0.05-0.9 and see what works best for you.