Jhagor's Forum Posts

  • 5 posts
  • Even though this isn't my first post on the forum, I decided it wasn't too late to make an introductory post for myself. I found Construct 2 less than a week ago. And, after my many years of being a GameMaker fan/advanced user, I quit game design for a long while. I got the idea in my head about a week ago to pick it back up. After some research, here I am. I would like to say that I'm loving C2 so far. I have developed 1 successful (in my head lol) mini-game with it after making the shooter tutorial. I am impressed and would love to stick around to see the future of this software. I do plan on buying a license when it is within my budget, I love to support small-town software developers that work as hard as these guys. Nonetheless, hello everyone!

    TLDR; Hi!

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  • I appreciate the replies. The whole player not being able to move bug is something I don't know how to fix. I believe I read that it was a Google Chrome bug. It happened to me too, but I was able to hit space and respawn. The transparent floor is there to show the user that some obstacles need to be conquered in advance or your player could get himself stuck.

  • Simple puzzle platformer.

    Arrow keys to move/jump.

    Avoid the spikes and flying balls, hit the colored switches to disable their block counter-parts. Try to make your way to the green doors and through all 10 levels in as little deaths as possible.

    Play it now on Kongregate.

  • EDIT: Found the problem. The conditions were reversed. What happened was the way I had it set up with just 1 block originally adding 180 degrees to the angle of motion every time it collided was pulling the current angle of motion from a random object, causing balls that weren't supposed to turn around to do so. Then when I switched it to left and right blocks, I got the angles reversed, essentially sending the balls straight in the same direction when they collided. Blah.

    *EDIT: Here's the link to the working version of the game so far. You can see the balls I was referring to. It's a basic platformer, incomplete, with only 8 levels to play through so far.

    http://dl.dropbox.com/u/71081567/JumpJump/index.html

  • So I have a ball. The ball has the properties of a bullet with a speed of 100 at the default angle of motion of 0 degrees. When the ball collides with a solid black block called ballblockright, the balls angle of motion is set to 180 and it turns around. Once it collides with ballblockleft it is turned back around with a 0 degre angle of motion. So the problem is this doesn't happen. This actually worked for me for the first while that I used it. Now, with nothing changed, it doesn't work anymore. The ball for some reason is ignoring the collisions with the blocks. And if it doesn't ignore it off the bat, it does shortly after. Any ideas?

    EDIT: Here's a question. If I have the event set up like so:

    If ball collides with ballBlockRight: Ball.Bullet.AngleOfMotion = 180

    Does that change all of the balls angles of motion to 180? If so I can see the flaw with my system. Also, if so, is there a way to make that statement only apply to the relative ball?

    *EDIT: I have confirmed that with just 1 ball object, and 1 ballBlockRight, and 1 ballBlockLeft the collision still is no longer occuring. Either I'm missing something stupid, or I might have found a bug with the software. This method worked fine up until a bit ago.

  • 5 posts