R0J0hound's Forum Posts

  • You probably can do it with a few revolute joints to connect the stick to the platform and two wheels to the platform.

    Then you'd need two keyboard events to apply horizontal forces to the platform. Add another physics object as the ground and tweak the amount of force applied by the events and you should be set.

  • A rope would just be multiple objects connected by maybe pivot joints. Make them all the same collision group or alternate collision layers so they don't collide with each other

  • You could just use the "rotate to angle" action to gradually turn to a object. It will be smooth but not symmetrical.

  • I don't really have any plans to update. I'd need to port 7.0 to JavaScript myself. Also I'm not interested in the store.

    You mean apply force toward a point?

    For the force select "polar" and angle(self.x,self.y,touch.x,touch.y) as the angle and any value for the magnitude.

  • No idea really. I only use the HTML export.

    Neither have I measured performance, although some say it's faster.

  • There's these ideas:

    I'll need to check later to update my links.

    The formulas are usually a bit too lengthy to remember.

  • It uses 6.2 or something. It's noted in the first post. That's the latest version that is ported to js.

  • The sdk doesn't provide anything for this. You'd have to make a seperate program that generates/modifies the layout xml files themselves.

  • Three ways come to mind.

    1.

    Positions small sprites around the snails to act as detectors to know the shape of the walls around it. Then have the snail move forward or turn accordingly. May need logic for both directions.

    2.

    Put sprites every spot the snail should turn. And when the snail hits then it stops and turns.

    Here's an example. Tweaking the positions will make it better and it's fairly intuitive to do new levels.

    https://www.dropbox.com/s/4dfaxu2k27hm3 ... .capx?dl=1

    For the other direction just use different sprites.

    3.

    Put sprites right on the spot the snail should turn, and use it as a path to follow. Will require more events but it can be reused for both directions.

    There are other examples elsewhere on the forum if the links still work.

  • I'm unable to open the capx.

    The way the canvas/paster split screen example works is they are moved to the point of the layout you want to see and everything is drawn to it. Finally it's moved back to the screen so it can be seen.

    If the game is just vertical scrolling you may be able to not need the canvas at all just position things so they don't move onto the other view. In the case of two independent games just move each player's stuff far enough apart so they don't interfere with each other and use the canvas to make it look splitscreen.

  • Yes, you can. There are actions to move objects in isometric x,y and z, as well as iso collision detection conditions. Look at the examples, the player is basically a projectile.

  • mekonbekon

    Remove the t<1 condition and change the "set t" expression to self.t+dt/leaptime.

  • It should just work. If not then try without the minifier. otherwise I have no idea.

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  • The count expression gives the number of that object type. It's documented in the common aces section of the manual.

    A loop checking how many are filled or a variable that you update as you fill the array are both good options. The loop is simple and the variable way while faster will be easier to mess up.

  • Link updated