Rhindon's Forum Posts

  • Maybe it's because of my tendency to be detail-oriented and perfectionistic, but it's taking me much longer. I can get side-tracked from my original task at hand all so I can learn as much as possible about another feature in C2! So what MIGHT have taken me a matter of hours has...er...taken me several weeks. LOL But yes, I'm with you on the praise. C2 just has a way of making development actually ACCESSIBLE to your average gamer.

  • This is a help request particularly for ramones because he helped silkc2 resolve an issue for a physics-based bridge-making program. HOWEVER! Obviously there are many of you who understand the physics behavior, so please feel free to chime in!

    What I need is a "for dummies" explanation of the Physics behavior, in particularly, the Revolute Joints. I've read the manual but it doesn't do much to explain exactly how to put it together.

    As a stepping stone for a larger project I'm working on, I'm working on a test program to learn more about Physics. The set-up is that there is a single sprite - a dot - on the screen. When the mouse arrow touches the dot, from whichever point on the dot's circumference, a new dot instance will appear at the very point of mouse-over-dot contact. Thus, the two instances will touch at their respective edges where the mouse originally touched the first instance. (To prevent further complications, I set it so that each instance can only create one new copy of itself one time, requiring an instance variable.)

    So far, I figure that a Revolute Joint is the best choice, but I'm not for certain. I've also considered a Distance Joint...but that one's even more complicated (and I could use someone to explain each part of it to me, too).

    Rather than JUST giving me all the answers, of course, I welcome someone walking me THROUGH it. Thank you so much!

  • Well, actually, I didn't do much - I'm still learning MUCH about C2, too, and am not focusing on smartphone apps right now.

    Though it's ALWAYS a good idea to include a .capx file. Personally, I have a folder for my games set up specifically for .capx files that I need to share for feedback and help. What I do is name the instance of that file by the game's name, a dash, then a BRIEF description of the problem I'm trying to solve. (For instance, my game's name is "Mr Stick", and I'm having trouble getting him to run one way, then have the animation change to match his change in direction when I go to the left. The .capx file name would be something like MrStick-RunDirectionAnimationChange.) This is all to help with organization.

    Not sure just how deep you've already gotten with C2, but I ALSO recommend you save after virtually EVERY edit...every little change. The reason is because if C2 crashes or some other problem interrupts your progress, it's going to be fury-flaming-eyeballs when you get something to work and lose it all suddenly - it's happened to me!

    Hope that all helps keep things running smoothly!

  • I have started a Facebook group with ArcadEd called Xion Developers. It is a forum for those who aspire to take their Christian faith into the multi-media world of video games.

    X.D. will serve as a hub for Christian fellowship while supporting and seeking help from each other in all areas of game development (much like what already happens here with C2, but not just C2), including such areas as programming, directing, art & animation, music, and more. The idea is to help people connect with others and fill roles we can't do alone (1 Corinthians 12:12-31).

    As X.D. grows, so, too, will the resources. For instance, along with citing Construct 2 as one of the game editors, one new member added a reference for Corona, another game editing possibility. For the artists, there's the obvious Photoshop, but many more exist. And we'll include sources for things relating to music, too! This is just the start.

    Xion Developers is a Christian-oriented group and will operate as such, but non-Christians will not be denied access so long as those here who hold to Christ as their Savior and the Bible as the Word of God are respected. In fact, non-Christians are wholly welcomed! <img src="smileys/smiley4.gif" border="0" align="middle"> Likewise, Christians are to be an example of Christ's heart for the lost (remember you were once lost, yourself!) and to show kindness at all times.

    X.D. is not to be a forum for debate. (Both Christian and non-Christian individuals are liable for their behavior and attitude and are not except from being removed from the group.) Emphasis will be on all areas of game making with a framework mindset of Christian principles.

    Best of all: it's free! (Like I could charge for it on Facebook anyway.)

    Of course, there's no promise of any kind that you'll find people to team with or that your projects will find success. This is, after all, just a meeting ground for Christians who want to come together in their faith and interests.

    God bless and happy game making!

    -- Michael Samuel Miller Jr

    Admin and Founder

  • What linkman2004 said. :)

  • Yumbie - First, welcome to Scirra and hopefully you'll get a lot of success with Construct 2 (or just C2)! Don't be discouraged that you need help so soon. It's par-for-course when you're learning - there's a LOT to absorb, after all.

    What you're trying to do seems simple enough in concept, but could you provide a .capx file so we can see what you have already?

    (If you don't know how to save your game as a .capx, we can help. No worries. You'll also need a file sharing/storing account with services like DropBox or SugarSync...most people here use DropBox, but I'm very fond of SugarSync - both are great sites.)

  • *bump*

  • dtoebe - Is the bottom layer stationary then? Or is it scrolling at a smaller rate than the top layer?

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6663023

    I'm trying to set up a grapple hook feature where the player will left-hold to aim, and then release so a hookshot-like accessory will come flying out until it either enters "oblivion" (aka, outside the screen) or hits a solid object. Once it hits a solid object, Mr Stick will be reeled in as the chain "retracts" (the dots that represent the chain do not move during this process). When he is pulled up to the the Grapple, he should fall slightly and dangle from the Grapple.

    Up to this point, I have a relatively bug-free success UP TO the Grapple firing and reeling in MrStick (my character) to wherever the Grapple has attached to.

    But that's about the end of much of my progress...

    DIRECTIONS:

    To fire the Grapple, left-hold the mouse towards the box up on the far right. Release the button and MrStick should fly off, destroying the instances of the pixel chain sprites along the way (simulating a retraction of the chain).

    FYI, I have temporarily disabled having the MrStickMain sprite set to the PlayerBox object (which houses the Platform behavior) while I work out this feature. This is sure to result in further problems when I re-engage the "Set To..." event. LOL

    PROBLEM 1

    After firing the Grapple and it hits a solid object, and upon being fully reeled in to the Grapple, I want MrStick to just kind of "fall" from whatever angle he is at while his hands "clasp" to the Grapple. So I'll pretty much need at least two things, I think: 1) a gravity effect to pull him downward from whichever angle he's at up to being fully reeled in, and 2) a physics hinge point for him to rotate on at the Grapple while gravity is effect on him. He'll stop falling once his angle is that which has him hanging down.

    Note that in the Edit Animations for MrStickMain, the image are set to that it looks like he's stretched out horizontally. This is to account for the move forward dt*1000 pixels on line 43 (otherwise he'd fly off to his side! lol).

    PROBLEM 2

    Note that in Problem 1, I have you fire off at the box on the upper-right, to MrStick's right. Now, before you release the left-mouse button, move the pointer to Mr Stick's left and fire towards the box just above his head. You'll notice that he gets totally flipped over...and even flies away! I cannot account for this.

    I've tried applying the Physics behavior to the Mr Stick sprite but I'm not sure which event/action feature to use. Can anyone see what I'm missing and suggest some solutions, please?

  • Sorry, Xavier, you've just lost 6 years of your life... ;)

  • I was the third person to download the latest beta of C2 (r122), and I've reloaded the page and double-checked several times to make sure there wasn't some kind of lag in the web site figuring out who did what when. Nope...I'm still the 3rd fastest this time around. I did get the Quick Draw badge...but...I was one of the Lightning guys.

    My apologies if this sounds petty. Not my intent. I'm just thinking so long as there is a rep score (which I think is fun...that's why I'm posting this), then I'd like an accurate representation of my badges and score.

    (PS - I do understand, last I read about, that the rep system still is getting some kinks worked out. No worries about that.)

  • BluePhaze - Oh? You've been "watching" me? *chuckles* I didn't realize I'd become that recognizable. Most of my posts have been requests for help...not much in what I can do TO help others yet.

    I'm just surprised. I didn't imagine I'd made any impact yet.

  • BluePhaze - Thank you for that, truly. On one hand, I don't mind so much, but you're right all the same. I have been putting in many hours just struggling with one little aspect of my game project. My time is limited... I appreciate the advice and encouragement.

  • BluePhaze - *sigh* ...yeeeaaaah...good point. I kinda didn't pay it any mind, but yes, you're very right. I'm still learning C2 as a whole and I didn't realize there would be any issue about loading a beta .capx file onto a stable version.

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  • ghale - Sorry about that. I'll take care of it a.s.a.p. Thank you for trying to take a look. I'll let you know when the stable .capx is up.