lamar's Forum Posts

  • Try using letterbox integer scale.

    Letterbox scale dos not have set proportions and is used as a generic for when you don't know a screen size being used.

    Letterbox integer should keep averything in scale but I haven't tried it with layer scaling.

  • >

    > You can if they have the solid behavior but how are you using more than one platformer object in your game?

    > If you have more than one platformer they will all respond to movement controls?

    > Your questions asked how to bounce solids. Solids are not a platformer with movement behaviors but platformers can also be solids.

    > So I would have to see your capx to see what you are doing?

    >

    yes, I've attached capx with starter message, but I'll repeat it here: dropbox.com/s/v2x6iux376h3m75/scetch.capx

    So, I have 1 platformer object as a player with non default controls, and another platformer object as enemy that is controlled by events.

    Make the enemy also have the solid behavior and you can jump off or bounce off them.

  • Are you using physics or bullet behavior for the ball and bats?

    You need to use Rotate towards angle 270 and then a wait to pause and then rotate back to original angle.

    If you are using physics you would need a limited revolution joint that rotates to an angle with impulse and force to return it to it's former angle.

  • Same way- they will still register a collision. You may want to make both platform objects jump if they are moveable objects.

    But objects with platform behaviour can jump only on solid floors isn't it? Anyway sprites with platform behaviour doesn't jump of each other...

    You can if they have the solid behavior but how are you using more than one platformer object in your game?

    If you have more than one platformer they will all respond to movement controls?

    Your questions asked how to bounce solids. Solids are not a platformer with movement behaviors but platformers can also be solids.

    So I would have to see your capx to see what you are doing?

  • > When they collide you can simulate jump and set the angle of the jump which looks like a bounce.

    > On Player collison with Object: Simulate player Jump, Set angle whatever.

    >

    Thanks it's really helps, I've implemented such relationships with solids, but how to bounce of other sprites with platform behaviour?

    Same way- they will still register a collision. You may want to make both platform objects jump if they are moveable objects.

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  • When they collide you can simulate jump and set the angle of the jump which looks like a bounce.

    On Player collison with Object: Simulate player Jump, Set angle whatever.

  • Wow!

    I just have to say if that is a gambling game that actually accepts money what you are describing is highly illegal and any Casino caught changing odds would be under some serious legal action. That is called fixing the game.

    I would suggest you check the laws in your country before getting involved in any such activity!

  • It sounds like you are describing the bulge effect?

    Look at that effect and you can set radius and use an event like every so many seconds to change the effect.

    You can change size directly of any object but if you want it changed over time then you need to use a timer and every so many seconds or every tick.

  • You can use a sprite circle and destroy anything it overlaps.

    Similar question was asked about trapping a lion and I designed this capx:

    https://www.dropbox.com/s/yt9zhr4286swp ... .capx?dl=0

    Might work for you and might not?

  • What is the"realistic" action you want when they collide?

    That is usually done by changing animations and using effects.

    If you want them to stop or bounce or explode on collision then you play an animation or start an effect when they collide.

    They don't have to be set to solid and the collision will still be registered.

  • Interesting article and this is what some Scirra game designers need to do to bring attention to the C2 engine:

    "A die-hard fan of the “Super Mario 64” game that was launched alongside the Nintendo 64 is remaking the 3D action-adventure platformer in order for it to run in Unreal Engine 4. More than two years since the project started, the fan is now back to showcase the improvements he has done to the project and the progress in the fan remake of the very successful video game.

    Just late last week, the fan, who goes by the handle aryoksini on YouTube, uploaded a new clip on the video-sharing website to update his fans about the remake of “Super Mario 64.” In his new video, aryoksini shows his fellow gamers that the remake now has realistic eye shade, indirect shadows and improved character LOD. The update video also features several items from the original game that have been updated to match the more defined environment of the remake."

    More:

    https://www.yahoo.com/news/super-mario-64-now-running-085908167.html

  • You can teach basic C2 commands in a single day and have your kids start developing simple games and each day introduce a couple of new event commands to improve their games.

    Here are a few of my capx of simple games designed with just a few events using just basic C2 commands that might help and feel free to use them for your class. They are all commented with easy to follow explanations and simple graphics you can use:

    https://www.scirra.com/arcade/tutorial-games/ricochet-tile-buster-free-capx-15362

    https://www.scirra.com/arcade/tutorial-games/bug-blaster-turret-soldier-free-capx-15467

    https://www.scirra.com/arcade/other-games/peripheral-reflex-test-game-with-free-capx-15595

    If you want a platformer, ever runner or slide puzzle game with basic commands I also have those. I was a high school teacher in adolescent high risk treatment programs for many years and I used computer game programming to teach them logical thinking and outcomes and of course patience and perseverance.

  • You can use a text box which allows input and save that to a global variable set to text.

    You can save that using the save and load system commands or using local storage.

    Look in the tutorial section for text box and local storage and save and load commands.

  • Having worked with C2 physics quite a bit I can tell you it is not going to provide real world physics but is designed for games to give the illusion of physics.

    Many factors in the real world simply can't be factored in to computed physics that happens in real time because a computer does not react in real time and is a string of events played in order one after the other. It does it super fast but will never match what happens in real life physics.

    That being said, you can get some good simulations for studying the effects and teaching basic physics in C2 and you can look at Chipmunk physics by R0J0hound that allows more settings for parameters.

    I believe the 10 mark used on C2 is set to actual gravity but the units used are designed to be easier to implement.

    There is a catapult example included in C2 and many good discussions on physics in the forum and tutorials to search that should help.

  • You can set the Z order directly in a sprite commands.

    In some of my games I have to reset the Z order after new objects are created that would be on top and sort Z command is useful for that.

    Sorting by Y coordinates may be tricky if your objects are moving around.