dcrew's Forum Posts

  • Hello there, Here to report some difficulties I've had/having.

    Bug #1:

    -Half of the time when I click save, it crashed (Construct 2) and I lose my progress.

    Bug #2:

    -When I loaded before one of my object's had changed it's width from 64 to 1.

  • Kyatric Try out the 0.3 demo here: Click Here

    Tell me, what would you like to see added in?

  • Ennemy castle still seem to collapse on start.

    Pressing "2" to get an explosive ball "kills" the "following cam" for the turn (the cam stays on the cannon).

    Also sometimes the exploding ball needs to be touched by a regular ball to explode.

    Also once you pressed "2" for a turn, the next turn is still an explosive ball by default, but regular ball is selected in the HUD.

    AI is pretty accurate. Its cannon flickers a bit at start, but the angle of shoot is pretty good.

    <font color=blue>AI is pretty accurate. Its cannon flickers a bit at start, but the angle of shoot is pretty good.</font>

    0.3 now consists of smooth AI aiming, now looks realistic -

    <font color=red>Also sometimes the exploding ball needs to be touched by a regular ball to explode.</font>

    This doesn't happen with me? It explodes after 3 seconds, but will be changed to 10 and a new function will be added so that if you left click it will detonate the exploding ball.

    <font color=red>Also once you pressed "2" for a turn, the next turn is still an explosive ball by default, but regular ball is selected in the HUD.</font>

    Doesn't seem to be happening with me.

    <font color=green>0.3: -AI fix: Doesn't flicker anymore, has nice smooth aiming -Bug fix: Camera action-chase when firing an explosive ball</font>

  • It would be cool if we could move to see the castle we are aiming before having to shoot (or am I missing something).

    Also on my first try, the castle of my ennemy was already falling apart by itself I before took a shot.

    But else, the idea is pretty good and desserves to be kept building on.

    Keep up the good work.

    Yeah I just updated it to fix that and made the enemy castle bigger, have another try :)

    And yes I'll add a minimap and also a fade dot-dot line estimating where the ball would go fadely and will also add a free-cam viewing thing so you can take a look and stuff. The enemy AI also I could improve, 0.3 will have quite a few new cool features. and possibly a Level Editor (that might be in the future actually.. like 0.7 or something) but more Levels could be neccasary! Thanks for the feedback!!

  • Updated "Play in your Browser" Link, Fixed up the enemy and player castle.

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  • Welcome to Cannonball!!

    When I discovered how fantasticly amazing the physics are in Construct 2. I was just inspired to create a little test.. but only then did it inspire me so much to make a game out of it. This is the 2nd version of it and it's been highly improved. Your in a battle in this turn-based strategy? to fight against your oponent enemy!! It's not easy.

    It's not complete yet, You can have a mess about with it if you wanted because I'm including the source file just for you (and everyone else :P)!

    Hope you have fun with this!

    Enemy War was suggested by Mehtab

    <font color="magenta">Controls:

    • Left Click: Shoot (When it's your turn)
    • Right Click: Debug Build Menu
    • Key '1': Select Normal Ball
    • Key '2': Select Explosive Ball (Unfinished)</font>

    Play the game directly from dropbox! (Suggested by Ashley): Play in your Browser!

    or..

    <font color="red">Download the Source-code</font>: Mediafire, <font color="blue">Mirror</font>: Uppit

  • In the other thread, when I suggested using 'wait 2 seconds', the event said 'on right mouse button clicked'. That triggers once every time you click the right mouse button.

    Here you've changed it to 'Sprite is on screen' - that runs 60 times a second so long as the sprite is on screen! So 60 times a second (about 120 times) you say "wait 2 seconds then spawn four balls...".

    So even after the sprite is destroyed there are a total of 480 balls queued up to spawn over the next 2 seconds.

    However, it did expose a genuine bug! I'll have a look at fixing that soon. In the mean time - either use the old way, or stick to a trigger like the original project.

    I'm moving this thread to the 'bugs' forum so I don't forget about the issue :)

    Yeah it was originally 'On Right mouse button click' but I created a new system for 0.2 of "Cannonball" and it uses a different "Cooler" system which I find awesome. I guess I could use a value then depletes every 1 sec, and at 0 it does it. like the original, until you fix it. Thank-you guys very much!

  • Tutorial: wait action

    This is not a bug, the wait action is working as intended.

    The way C2 reads your code is :

    Every rendering frame:

    .. Is red ball on screen ?

    .... If it is, wait 2 seconds, create 4 balls and destroy the red ball.

    And so, for the 2 seconds of "delay" you're expecting, each frame, there will be 4 more balls created, etc...

    You made some kind of loop that is memorizing a sequence of actions to do, and will do it once the timer is done.

    The fact is that since the wait action is the first, you'll have some kind of infinite loop going on.

    I suppose you're trying to have some delay between each ball you create ?

    Prefer using variables to make a kind of timer.

    You can check this topic and the capx I give as example it might be closer to what you are willing to do.

    Also I noticed you asked a few beginner questions/notices/suggestion, did you read the beginner's guide tutorial or Where to start ?

    You have the wrong impression, my apologies if It's my fault.. as ashley pointed out: scirra.com/forum/cannonball-fanatastic-physics_topic44933.html

    I'm making a timer that only suppose to happen when there's an explosive ball on screen, and it happens after 2 seconds, I used a manual timer that I created but Ashley suggested to me the Wait action so I threw my hand a try at it. And created this problem, I don't want it to wait 2 seconds between each one being created. if I wanted that I wouldn't be dumb enough to right this event (in the image) which is nothing alike that =P Silly :D

    I just want this event to happen 2 seconds after an "explosive ball" spawns on screen. And it seems to just spam the event and not destroy the red ball (well I don't know if it destroys it because it crashes)

  • Hello people! I have the following condition:

    <img src="http://screensnapr.com/e/H55eqs.png" border="0" />

    It seems that rather than just creating the four balls and then destroying the red ball it spam-created loads of continuous blue balls. it worked fine before I used the 'Wait' action. Is there something I'm misunderstanding here or would this happen to be a bug?

  • I've wondered similar things, I'm sure the developers are working hard to add a Paralax option. I may suggest this actually in the forums.

  • Hello, I was wondering if you could set a physic behavior object/sprite to be immovable by events, if not can it be added? Thanks very much for your time!

  • make a Castle War game. It will be awesome!

    Good idea, I hope coding the AI to fire cannonballs is easy (I bet it is, and even if it wasn't I'm sure it will be soon)

  • Ashley I can't find the 'Wait' Condition, it's not in system?

    /Edit: Found it! It's an action.

  • Wow didn't know that Ashley. Thanks very much for the awesome info! It just keeps getting better. And now with these simple physics I can finally create a game I used to play inwhich was very fun.

    Construct 2 is by far the best game-maker I've used.

  • Wow, just beat the record:

    <img src="http://screensnapr.com/e/Io0Z1R.png" border="0" />