CreativeMind's Forum Posts

  • Hey there,

    maybe someone has insight into when C2 (or more precise: the game exported via C2) loads the layouts.

    Are all of the layouts being loaded at the very beginning of the game, the loader layout?

    Or is a single layout being loaded as soon as one changes to it?

    I'm asking because currently, I use one layout for a whole game and change scenes by spawning and destroying them (there is a specific reason for that). On mobile, spawning big sprites causes lags. So I'm thinking about converting everything into seperate layouts, if they are loaded at the beginning.

  • Sure. There might be some confusing parts, but I tried to make it as clear as possible:

    This is the code for the player's paddle, which is on the left side of the screen, drag is enabled in vertical direction.

    The ball's initial angle is zero (in a horizontal direction).

    I decided to use 'Bounce of solid' for the border of the layout and to use 'On collision' for the paddles.

    The first two events are used to calculate the drag velocity, as described by brunopalermo.

    On collision, I use trigonometry to split the ball's total speed into Ball_Velocity_X (the speed in x direction) and Ball_Velocity_Y (the speed in y direction). Then I add Drag_Velocity of the paddle to Ball_Velocity_Y of the ball and use trigonometry again to calculate the new angle of motion of the ball. That way, the velocity of the paddle affects the ball's trajectory.

    Here comes the confusing thing: C2 defines a bullet's angle of motion in the range from 0 to 180 (lower half circle, clockwise speaking) and -180 to 0 (upper half circle, clockwise speaking). That means you have to use different trigonometric functions depending on whether the angle is positive or negative. If you want to program the opponents paddle, theses dependencies change!

    For the opponents AI you can vary the time span in which the paddle moves towards the ball's Y coordinate.

    Little bonus detail 1:

    I figured out that it is very annoying when the ball is dodging almost vertically, so I decided to limit the angle to 65 (or rather -65) degrees.

    Little bonus detail 2:

    I think it is more interesting if the ball gains some speed at every collision, that way longer rallies get more intense.

    Hope that helps!

  • Works great. Thanks!

    Fun fact: The hard thing about creating a Pong AI is making it slightly more dumb than the player.

  • saharasahara I decided to skip all minor bug fix versions und jump straight ahead to alpha build 2.0 . As there will be many layous (similar to Jaws.exe), it only makes sense to release the next build once there is a consistent gameplay experience.

    I'd say in about 2 months, the next update will be released, offering much more content than there is right now. I hope I can make it sooner! Stay tuned!

  • Hello everyone,

    I'm trying to make a small Pong game in which the player needs to drag his bar. It looks good so far, but there's one major problem:

    The angle of the ball is being determined via the 'Bounce of Solid' option. But that way the speed and angle of movement of the player's or opponent's bar won't affect the trajectory of the ball on collision, which is quite bad.

    Sadly, there is no way to compare the speed and angle of movement of an object that is currently being dragged to another quantity, so I don't have the option to change the ball's trajectory according to how it collides with the bars.

    Any ideas? How come that this basic function is missing?

  • I replayed the game. Indeed, I missed out on the basics of the gameplay, my fault!

    I knew about that instructions button on the arcade but couldn't find it. After 3 minutes of searching I found that tiny button with the question mark. I think Scirra should make it more obvious.

    Now that I know about the flamedrop, the gameplay and leveldesign makes much more sense. Good work. I couldn't manage to get past the waterfall in the second level. Will there be other abilities?

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  • Oh boy. That looks great!

    I like that you put motorcycles and transformer-like robots in it. Personally, I find the 80s flair very cool. Would appreciate adding some more 80s element!

  • Sweet game. I like the design of the mage. Those moving trees in the background are a neat idea and give the game much more atmosphere!

    I think you could improve some things:

    1. You should definitely show the controls at the beginning of the game. I can't jump using the top arrow key, which is counter-intuitive. I had to test every button on my keyboard to find the right one.

    2. I was missing some 8-bit retro music. But that might be build in later?

    3. The game is nice to play but honestly, so fas as I've played, there is nothing distinguishing this game from other simple jump'n runs. Its just one of 1000000 other jump'n runs that have been published over the years. I think you should add a twist to it, like the mage being able to use his magic wand to overcome foes or something like that.

    Good game so far. Keep working on it!

  • Witch layout. What might she possibly be cooking?

  • I find the subject of actual swordfighting quite interesting.

    I would avoid using video material of hollywood movies about sword fighting and rather focus on tutorials about sword fighting like it has actual been done in medieval times. Just search for 'medieval sword fighting techniques' on YouTube and you'll find some techniqual sophisticated sword fighting material.

    Btw, Archer looks great.

  • +1

    You could give the background a bullet behaviour and the wrap behaviour, so it leaves the screen to the left and comes back in from the right.

    But that method does not work if you want the sides of your background to be placed exactly next to each other so that there is a continuous background. Even using multiple backgrounds with the same image leads to a small setoff of 2-4 pixels. Anyobody got ideas?

  • guimaraf

    Is that a true 3D model of the car or just a lot of 2D animations? Looks great.

    Like the theme of your game. What is the player's purpose? Will you be forced to do boring smalltalk with colleagues? Make coffee for the boss?

  • > I will incorporate some kind of interaction with the ladies in the next version.

    >

    I kinda liked the chubby one

    Also, maybe consider adding some choices for the player which lead to different sequence of events, to increase replay value.

    I've thought about building different endings or changing the sequence of events in the middle of the game, while the latter is much harder to do. Maybe I'll finish a fixed storyline first and then look where I can pour some variation in.

    Alright, chubby one gets extra animations, too.

    Hi CreativeMind nice game reminds me of there is no game!

    Indeed, in the first scene I drew some inspiration from 'There is no game' (which is an incredibly awesome game!). While doing so, I tried not to copy the gameplay and build my own ideas into it. I think it's pretty lame to simply copy other peoples ideas.

  • Nice work, mate! That was really fun!

    Would love to play the full game.

    Is there any way I can interact with the ladies?

    Ha ha ha, that is actually a great idea! I will incorporate some kind of interaction with the ladies in the next version.

    Glad you like it!