Sentenc3d1's Forum Posts

  • 14 posts
  • I still have the same problem. Haven't got much time to solve the problem myself because i'm working. But i'm trying to continue the project so all help is welcome.

  • Still needing help. I'm quite confused right now. Why can't I put Custom movement (see pic) instead of 8-direction to the spaceship's behavior? And if there isn't any way to get the custom movement to work, how can I get the 8-direction to work so that the spaceship doesn't do a flip when leaving the atmosphere and entering space?

    If I cannot make custom movement to work, is there any other way to get an Asteroids- type movement to the spaceship?

    Thanks !

    -Sentenc3d1

  • The buggy transition in the capx I provided can be fixed by smoothly changing the angle back to 0,and making the conditions for the transfer Exclusive as shown. It can be perfected by ensuring enough space between the "boundaries". I also think you can make it look cool by scaling the layer down as the ship enters space.

    [attachment=0:2v7012qz][/attachment:2v7012qz]

    Thanks a lot! I think that the answer is getting closer now. I wonder why it doesn't work with custom movement, because I would get much better movement with that (or so I think)? And why the ship turns upside down when entering space?

    Thanks again.

    -Sentenc3d1

  • Am I correct in thinking that you use the platform behavior only in the atmosphere?

    You can try something like "Ship is NOT overlapping Atmos > Platform behaviour - Disable" and set that to once if true.

    Then place your movements in separate event groups, and enable disable the one you want on the transition.

    Thank you for your response! I tried your advice in a few different ways but didn't get them to work the way I wanted. There seems to be a problem always with when going to a non-gravity zone. There are either no changes in the gravity or in the way the spaceship moves. Sometimes the spaceship doesn't even get out of the atmosphere to non-gravity zone, and sometimes the ship freezes in between the atmosphere and space when disabling the platform behavior. So every one of these problems appeared with different sets of events.

    I'm quite a newbie in C2 so maybe I can't solve these problems as creatively as you guys.. Here's a screenshot of the events you suggested. I didn't get them to work, so maybe I did something wrong?

    Thanks again for helping!

    -Sentenc3d1

  • Hi! I'm having a problem with my new prototype. I have tried to solve it for a few days now, but haven't been able to do it, so decided to ask you guys for help.

    My project is a gravity-based platformer game, where you can fly a spaceship in a planet's atmosphere and also in space, where the planet's gravity doesn't affect it. When the spaceship is in the planet's atmosphere, I have used the "platform behavior" to get the gravity to work. The player's angle and angle of gravity are both towards the middle of the planet.

    When the spaceship exits the planet's atmosphere, I want the angle of gravity and the spaceship's angle to reset so that there I can create an Asteroids- type movement. (see the attached pic).

    So: I get the movement to work in the atmosphere and space the way I want, but I can't get them to work in the same preview. Only one of those work.

    Details for the picture:

    1. The spaceship is in the surface of the planet, and player can get in and out of the spaceship.

    2. The spaceship is in the planet's atmosphere, and affected by the gravity of the planet. The spaceship can move up, right and left (made with the x- and y-vectors of Platform Behavior). The bottom of the spaceship faces the planet at all times.

    3. The spaceship is in the non-gravity area (space) and is not affected by any gravity. It can move in similar way as in the game Asteroids.

    Sorry for the confusing text and thank you in advance for any help! Feel free to ask for more details if needed. Unfortunately I will not add the .capx file to this post because it is waaay too confusing at the moment.

    -Sentenc3d1

  • My current list (physical games):

    Commodore 64 - about 60 games

    Nintendo 8-bit - about 20 games

    Nintendo 16-bit - about 25 games

    Sega Mega Drive 16-bit - about 30 games

    Nintendo 64 - only 2 games (Super Mario 64 and Mario Kart 64)

    Playstation 1 - about 35 games

    Playstation 2 - about 40 games

    Playstation 3 - about 20 games

    Playstation Portable (PSP) - 13 games

    Nintendo Gamecube - 2 games

    Gameboy Color - only 1 game (Legend of Zelda)

    Neo Geo Pocket - only 1 game

    Nintendo 3DS XL (Luigi Special Edition) - only 1 game (Pokemon Y)

    PC - about 5 games

    And then there are the digital games:

    PC - about 100 games (In steam 60 games)

    PS3 - about 10 games

  • Yeah, great thread idea

    Well it started about a year ago for me. I bought a Snes on an evening i felt Kind of nostalgic.

    Then I started buying back my childhood in form of Grey cassettes

    Thanks! I also started buying back my childhood but then it got out of hand.. Now I collect all kinds of gaming stuff.

  • I was wondering if there are any other game collectors than me in Scirra's forum? I started to collect retro games about 9 months ago, it began when i was drunk and "accidentally" ordered Nintendo 64 and Super Mario 64 game... Today I'm collecting also newer games cause I'm interested in them and have bought other games for example Gamecube/Ps2/PSP too.

    I also have quite a new self-built gaming PC, for which I have bought lots of indie and mainstream games (from Humble Bundles, Steam Sales, g2play).

    In this thread we can share pics and thoughts about our collections. Maybe some tips and tricks where and when to buy? What was your first or/and latest game purchase?

    I'll go and check my game collection, and Soon will post a list of my games here. Maybe I'll post some pics someday?

    -Sentenc3d1

  • Jep, jatketaan piakkoin. Ensin pitää kerätä reputationi 500, että voi laitella privaviestejä.

  • Hello! Im just finnish wannabe gamedev/producer. No programing or graphic skills but still few gameprototypes coming soon!

  • Nice game! Glad to see there is some other finnish construct 2 users. Thought that I was the only one.

    Kiitos hyvästä pelistä! Itsekin Suomussalmelta aivan Raatteentien kupeesta kotoisin.

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  • Thanks keepee! The second method worked better than I expected, but it needs a bit adjusting. (Don't know myself yet what kind of adjusting..) I have thought about a local two-player game (the palyers share the keyboard) where you can poke the opponent and throw the ball, and I thought that I needed the physics for the player for the poking. But I'll try to create the collisions with platform vectors.

    Thank you and and if you have suggestions for improving the method, feel free to share!

  • Still needing help!

    Or is it impossible to control ball object with physics when the player has physics too?

  • Hi!

    I am new with Construct 2, and currently am developing a concept of a ball-throwing game of sorts. There are two problems: when the ball bounces from the head of the player, the bounce is unreasonably strong. This happens when the player is in motion (moving or jumping). The second problem is that when the ball is between a player and a wall, it creates an enormous bounce. This happens when the player is right beside the wall and the ball is kind of "stuck" in between them. I have wrestled with this problem for a few days now and don't know how to proceed.

    Can you please help me with this? I have attached the .capx file to this message. I'm new in these forums, but I already have noticed that the Scirra community is very helpful and awesome!

    Thanks in advance!

  • 14 posts