BlueSkies's Forum Posts

  • I'd be happy to be included! Details in my signature.

    Cool game CrudeMik. Were you inspired by Subspace/Continuum at all?

  • I'm using 'Compare time' and I actually had it set to 'equal to 2.0'. Should this result in skipping when setting it simply to '2' shouldn't?

    Either way, sqiddster's suggestion seems foolproof, so I'll implement that! Thanks!

  • If you wouldn't mind loading the title of my game so I can explain the problem:

    http://www.scirra.com/arcade/addicting-action-games/2014/rebound

    As you see, the game's title "Rebound" is gradually formed step by step from first vertical and then horizontal lines. I do this by having a sprite with 3 animations, first vertical lines, then horizontal, and then the completed image with diagonals. The intended effect is to have lines move across the screen, and for the animations to change beneath these lines, and not for the animations to appear just out of the air, so to speak.

    So, to time this I have for example an event such as "System Time = 2 seconds" event, which creates the vertical lines. Then a few seconds later the same kind of event to change the animation frame to 1 just at the moment the lines are passing over.

    The problem is this type of event seems to be temperamental, and on certain loads either the vertical or horizonal lines, or both, fail to be created. Is there a reason for this? And has anyone recreated the problem when clicking the above link?

  • My first C2 project, Rebound is a remake of a game I made with Game Maker. I still had ideas I hadn't implemented, and I wanted to learn C2, so thought the quickest way to get to know how it works and how it differs from GM was to port an existing game rather than develop something entirely new.

    It turned out well, and though I ran into a few problems at some stages when I was trying to mimic some default GM behaviour, I find it noteworthy that I've managed to recreate the game exactly, even improve it, without any programming whatsover; this despite some coding being needed to finish the game during its development in GM.

    Rebound at the Scirra Arcade

    Feedback appreciated!

  • I was also sold on CS50x, it sounds like the best of all the programming/cs courses offered on the different sites.

    My uni work (English) starts this Wednesday but I'm looking forward to the CS more!

  • Watched the first unit of videos. Pretty interesting, I think I'll stick with it.

    Brilliant site overall. I've also signed up for some programming courses. Anyone know of any similar sites?

  • No, I've even stripped the project off all resources and events now, leaving one empty layout remaining; the capx is still 46.6mb. Uploaded below so you can take a look.

    dl.dropbox.com/u/91794570/reboundno2.capx

  • Ah, when I do that the resulting folder takes up just 800kb. But is there no way to reduce the size of the capx file?

  • Yep, I have.

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  • I'd like to upload my project file in order to ask for help fixing a problem, but my project file is about 50 mb since it includes a wav file. I've tried deleting the wav file, but the project filesize remains the same even after I've done this.

  • Thanks again bWard. I decided to try without custom movement because it was causing one headache. I'm still no further on with bullet movement. Can I ask you what you mean by rounding the angle using bullet behaviour? When do you test for this exactly? On collision? Every tick? I tried both without success.

  • https://dl.dropbox.com/u/91794570/rebound.capx

    I'm using custom movement rather than the bullet and its in-built bounce functionality because I only want my ball to move at 45 degree angles.

    As you'll see in the capx file, I've managed to get the ball bouncing off the four sides of the box by testing for the ball's position relative to the box and flipping the horizontal or vertical movement accordingly. The problem comes when the ball collides with the corner of the box. In such a case I want both the horizontal and vertical movements to flip, but I can't seem to test for this accurately and without screwing up the rest of the ball's collision detection.

    Help much appreciated.

  • bWard, I haven't had an opportunity to try that yet, but it sounds like that tests for one line being collided with twice, whereas that's not the problem; the problem is that the ball collides once with 2 seperate lines, because they occupy the same space.

  • Superkew - That is the workaround I've currently adopted, I just thought there might be a more robust solution.

    Kbdmaster - I've looked for such an event but can't find it. The manual says it's under 'Special conditions' but I only see two events there: 'Is in preview' and 'Is on mobile device'?

    EDIT - Okay, I found it. It only shows up if the System event is a seperate event and not another condition to my collision event. I tried making is a sub event to the collision event, with the Reverse Custom Movement as its action, but nothing changed.

  • <img src="http://img.photobucket.com/albums/v43/hyudol/screenshot101.png" border="0" />

    In my game, the ball bounces against the player-created yellow barriers that you see. For this I've used the Reverse Custom Movement event. The problem arises when the player creates two yellow lines in the same place, one on top of the other, at which point I presume the ball bounces against both lines simultaneously, and runs the Reverse Custom Movement event twice, therefore the ball doesn't change direction.

    A related problem is with collision against the blue outer walls, which are made up of 32x32 tiles. Note the number on the ball. This decreases every time the ball bounces against a wall/yellow barrier, but sometimes, when bouncing against the outer walls the counter decreases by 2. I presume this is because the ball is bouncing at the point where two tiles meet, therefore bouncing against both and running the tile's collision event twice?

    Any workarounds for this double collision would be appreciated. Thank you.