dop2000's Forum Posts

  • Sorry, I didn't understand your explanation <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    What I meant is this:

    https://www.dropbox.com/s/3229duj1g2im1 ... .capx?dl=0

    Use another sprite with Bullet behavior just as a source of coordinates (X, Y, angle of motion, angle of reflection).

    You can then use these values in your formulas and reposition your main ball sprite - invert angles etc.

  • Particles trail works quite well:

    https://www.dropbox.com/s/0mk2sskzt6emm ... .capx?dl=0

  • Is it a Construct 3 file?

    I don't have C3 and this forum is for C2 projects. You need to post your question here:

  • Something like this?

    https://www.dropbox.com/s/1iiq5dg88npzj ... .capx?dl=0

    It looks terrible, but I hope it's what you were asking.

  • Can you do it without the gyroscope first? Say, using mouse or keyboard controls.

  • Set time scale to 0 for objects that you want to be paused.

    Set global variable isPaused when the game is paused.

    In your spawning event add another condition checking if "isPaused=0".

    Or instead of spawning "Every X seconds" use Timer behavior on your spawners sprites. Then when you set spawner's time scale to 0, its timer will also be paused.

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  • I'm guessing you have different events for different sprites?

    Mouse -> On Sprite1 clicked -> (start dragging Sprite1)

    Mouse -> On Sprite2 clicked -> (start dragging Sprite2)

    etc.

    Just create a flag (a global variable) isDragging. Set isDragging=1 when a sprite is clicked, reset to 0 when it's dropped.

    Add a second condition to all these events:

    System-> isDragging=0

    Or if all these draggable sprites are in a family, and you have just one event (Mouse->On DraggableFamily clicked), add DraggableFamily->Pick Top Instance as a sub-event.

  • I have a different idea for you.

    Create an invisible "shadow" clone of your ball sprite with Bullet behavior and "Bounce off solids=yes" and gravity if needed.

    Use its coordinates to adjust your main ball coordinates.

    You can even do this with physics behavior, see my comment in this post:

  • I asked you already in the previous post - could you share the capx? It's hard to troubleshoot issues like this with just the screenshots of your code.

  • There are a couple of plugins you can use:

    For a simple fade effect you can put a black sprite (or better tiled background) with Fade behavior on top of everything in the layout. Start next level after it has faded out.

  • Well, I guess you can only compare VelocityY and ignore VelocityX.

  • You really made this game?! Wow, I can't believe it! Great job, seriously!

  • Could you share your capx?

  • > Try replacing all those events with this one:

    > On every tick-> Set player X to 105

    >

    > See if it helps.

    >

    Doesn't seem to be doing anything, eventually the player just from running goes of the left side of the screen.

    This is really odd. I tried that in the Auto-runner example and it works for me, even when the level is accelerating very fast.

    Are you sure this event is executed? (not in a disabled group or something like that)

    Run the game in debug mode, see if player.X stays at 105 or decreases.

    Also, is it possible that your layout is scrolling? See if ScrollX remains the same.

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