theubie's Forum Posts

  • Have around 20 hours left on the challenge, and I'm at about 33% done for the project...however a lot of the heavy lifting/difficult to code stuff is done, so the rest is just grunt work to get everything in and working. As of this post, am on v0.14 and it's ALMOST a playable game.

  • I believe he's asking about the actual Behavior:ScrollTo.

    To answer your question, Yttermayn, there is not an action or property at run time to disable scroll to on an object.

    Depending on your needs you can use an invisible object that has the ScrollTo behavior, and just put that where you want to view.

    For example, in the roguelike I'm writing, I've got a sprite that is a frame that is the same size as the player and the mobs which has the ScrollTo behavior. Most of the time, it is set to invisible and is at the same position as the Player, but when the player is in the free look mode, it becomes visible and it moves while the player stays still.

  • The + sign is a shortcut for spaces (which can't be used in a url). If you want to use an actual plus sign, be sure to htmlencode the string before sending. It will convert anything that is a special character into it's character code. htmldecode on the php side before inserting into the database.

  • It was a web based MMO, actually. It's going through a rewrite using C2 as the front end. Will be launching it again once I get everything done. Was called Universal Wrestling Experience (UWE) and was in the same vein as another web MMO called The Wrestling Game.

    The problem was something or someone (could never get GoDaddy's canned tech support they have for their normal hosting side to figure it out) was physically deleting php files from our account. Needless to say that caused problems.

    That's the other advantage of GoDaddy's dedicated server and virtual dedicated servers...their support is in house rather than outsourced over seas. When you call, you actually get people who can do things and take the time to listen to YOU about what you've already done rather than make you jump through hoops in a script before passing you off to a higher tier support.

  • You can upload an updated version.

    When you are uploading your game, or in your case when you edit your game, there is a section where you can setup "statistics" for your game. You setup as many as you wish your game to send there and what type of statistic they are, and then in your game you make sure you have the Kongregate API object, and for each statistic when you are ready to send them (at the end of the game, every 10 seconds, or whatever you want to do) you use the action submit statistic and give it the name you put in the Kongregate side along with whatever the stat is (i.e. total kills, score, etc). That's all there is to it. Screen shots from GSSMPTX:2EB:

    <img src="http://www.infinitepossibilitygames.com/demos/kong/kongstat1.PNG" border="0" />

    <img src="http://www.infinitepossibilitygames.com/demos/kong/kongstat2.PNG" border="0" />

  • The spacebar issue is easily fixed. Suro just needs to place an empty On Spacebar pressed event. He's using on spacebar down for the actual control. By adding an event (even an empty) one to handle the spacebar pressed event it'll trap it from being seen by the browser.

  • We've isolated the issue for Suro to only one of his layouts. I'm trying to figure out exactly what in the layout is causing it. That might give everyone more of a clue as to what's causing it.

  • With the slightly annoying issue of their SMTP servers winding up on SpamCop's black list every couple of months, I've had pretty darn good luck with GoDaddy...but not with their normal hosting.

    We've got a Virtual Dedicated Server (i.e. our own server in a VMHost on a shared server with other VMHosted servers.) I went with the 0 support option because...well, that's what I do for one of my businesses.

    Currently I'm hosting 6-7 domains off of it (some for our own businesses, some for clients) and have had 99.9999% uptime with no major issues to speak of. Have had to contact my personal support agent 3 times, and all three were simple setup issues that were fixed within 5 minutes.

    Our bandwidth is pushing about 25% of our limit. Once we hit around 75% we'll step up and get a dedicated server instead of sharing. Even able to put up a personal minecraft server for friends to play on together with no issues.

    Now, their normal shared hosting stuff...was on that for our first web app/game and it ended up a nightmare.

  • Your Player sprite's collision area is much larger than the Enemy's collision area. The Physics.Mass expression uses the sprite's collision area times the density to figure out mass.

    With that in mind I was able to get semi-realistic bounces by multiplying the impluse by 2 for the player ship, and dividing the impulse by 6-7ish for the enemy ship. Also, you have it the player ship figuring out the momentum with it's own velocity, not the velocity of the enemy ship. :)

    I'd play with adjusting the impulse amount like I did until you get something that "feels" realistic.

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  • Couple things:

    1. Use impulse instead of force. Impulse is used for sudden direction changes like collisions.

    2. Adding the X and Y velocities will get your total velocity. Trap these in local variables to make sure you don't get the velocity after the impulse of the collision is applied when to the first object.

    3. If you're just wanting them to bounce directly away from each other, you can fudge and use the angle expression to save time and headache. It won't be pixel perfect realism, but IMO it's close enough for a game.

    I'd do something like this (you'll obviously have to add in all the other relevant parts for your particular game)

    <img src="http://www.infinitepossibilitygames.com/demos/elasticcollision/elasticcollision.PNG" border="0" />

  • I'd think that using the momentum equation would be better in this situation. You're talking about an elastic collision, like this. Basically, you'd want the mass and velocity of each object (rather than acceleration) and use the formula at the bottom for a head on elastic collision.

    It's very simple of both objects are the same mass...they simply transfer their velocity to each other. It gets complicated when they are of different mass.

  • Is there a specific use you have for the value of the acceleration?

    You can track the delta of the Velocity by storing the velocity in an old variable one tick, then comparing it to the velocity in another tick, but I'm just curious what you plan on using it for.

  • Might wanna check this out before trying to find a way to use MP3s.

  • Again...right click on the sprite and go into the animation editor. Rotate the sprite art ITSELF 90 degrees clockwise.

    C2 considers the right side of the sprite as the front. You have your Enemy ship's front facing upwards in the sprite.

  • Edit the enemy animation, click the button to rotate 90 degrees clockwise.

    If you look when you place a sprite, it "faces" the direction of the line in going from the origin point to a small white square, which happens to be to the right.