VictoryX's Forum Posts

  • I'm creating a registration form for my game. Everything is set up and working great, users can create a username,email,password all of which is stored on my SQL database. I also have it set up so that the entered information is being checked in real time against my database to ensure no duplicate usernames or e-mails are trying to be registered. The only issue I'm having now is that people can register emails such as "A" or "asdasd" or whatever. Is there anyway to check that the text in the textbox contains a minimum of an "@" and a ".com"? So if the user enters an e-mail address that doesn't contain at least an "@" and a ".com" I can return false to disable the submit registration button?

  • , that's how I did it originally. The problem with that is when they have the mouse on top of the cannon it wont move. Like if the mouse is below your cannon it wont move.

  • Thank you so much, I was racking my brain like crazy. It may be crude but damn if it don't work beautifully.

  • I have a cannon sprite that is set to rotate towards the mouse position.

    Every Tick-> Cannon.Set Angle -> Mouse.X & Mouse.Y

    This works great the cannon sprite rotates around following the mouse.

    I want it to only rotate between certain angles though. I don't want it to be able to rotate straight up, down, or behind.

    So I add a condition that it only rotate when the cannon is between two angles (X&Y).

    This brings the problem that when it reaches either X or Y it stop following the mouse all together.

    Any ideas on how to remedy this?

  • Small studio located in the Daytona Beach, Florida area is looking for Animators and Construct 2 Designers. All applicants must be versed in Flash, Photoshop, & Construct 2. We are willing to take on remote workers if they have a high skill set. You should be versed in creating HTML5 games for the web, as well as mobile gaming. Should be able to incorporate micro-transactions into games. Also must be fine working with adult content. This work is of course paid via direct deposit. If you cannot create/animate assets to the quality or above the quality of the images below there is no need to apply.

    You may contact me at

    Please include resume, online portfolio of work, or links to games you've created.

  • Okay so i have been giving this some thought. Without the Z axis, doing this with Physics is gonna be really difficult. So I'm thinking of approaching this with Animations and variables. Just thinking out loud here so let me know if this seems feasible.

    Set up a variable for the ball speed.

    Variable - Ball Speed = Slow, Medium, Fast

    Set up three hit markers in front of the pins, they will be a single sprite image instead of each single pin.

    Targets - T1, T2, T3

    First Throw

    Ball on collision with T1 and Anim 1

    Speed = S - Play Anim 2

    Speed = m - Play Anim 3 = Strike

    Speed = f - Play Anim 4

    Ball on collision with T2 and Anim 1

    Speed = S - Play Anim 5

    Speed = m - Play Anim 6

    Speed = f - Play Anim 7 = Strike

    Ball on collision with T3 and Anim 1

    Speed = S - Play Anim 5 -Mirrored

    Speed = m - Play Anim 6 -Mirrored

    Speed = f - Play Anim 7 -Mirrored = Strike

    Firs throw we have 6 unique Anims for them hitting the pins.

    T3 can just be mirrored over from T2 as it's the same thing just on the opposite side.

    Second Throw

    Ball on collision with T1 and Anim 2

    Speed = S - Play Anim 8

    Speed = m - Play Anim 9

    Speed = f - Play Anim 10

    No Set for Anim 3 as that resulted in a strike.

    Ball on collision with T1 and Anim 4

    Speed = S - Play Anim 11

    Speed = m - Play Anim 12

    Speed = f - Play Anim 13

    Ball on collision with T2 and Anim 5

    Speed = S - Play Anim 14

    Speed = m - Play Anim 15

    Speed = f - Play Anim 16

    Ball on collision with T2 and Anim 6

    Speed = S - Play Anim 17

    Speed = m - Play Anim 18

    Speed = f - Play Anim 19

    No set for anim 7 as that resulted in a strike

    Ball on collision with T3 and Anim 5 -Mirrored

    Speed = S - Play Anim 11 -mirrored

    Speed = m - Play Anim 12 -mirrored

    Speed = f - Play Anim 13 -mirrored

    Ball on collision with T3 and Anim 6 -Mirrored

    Speed = S - Play Anim 14 -mirrored

    Speed = m - Play Anim 15 -mirrored

    Speed = f - Play Anim 16 -mirrored

    In total we are looking at 18 different possible animations for when the pins are hit. And 1 animation for when the ball hits the gutter lane. Gutter lane anim can be mirrored as well for the opposite side. Looking at 19 animations possible.

    To me this seems the most efficient way to approach it, but maybe someone has a better idea.

  • I have a simple bowling game setup. Basically the ball is at the bottom of the screen. It's a physics object and when the user clicks the ball is launched upward in the Y axis towards the pins. The pins are also physics objects. No matter what settings I change or manipulate in the physics the pins just float away like they are in space when hit. I just cant get a realistic collision to work. Anyone have any better ideas to get something closer to actual pins?

  • I never did come about a good way to generate hills or cliffs. It was always just a flat top like in the demo. If you come across a good idea on how to do it please post it.

  • I would look into the Pin behavior, the Line of Sight Behavior, as well as the Sine Wave behavior. You should be able to do what you are looking for with those three behaviors and a little elbow grease.

    Pin

    https://www.scirra.com/manual/99/pin

    Sine

    https://www.scirra.com/manual/103/sine

    LOS

    https://www.scirra.com/manual/163/line-of-sight

  • So the reason your first code doesn't work is it runs back to back. So as soon as it switches invisible it reverts right back. You can fix this with an if/else statement.

    Create 2 sprites and set their initial visibility through their properties.

    Create a global visibility variable.

    Create an event on button pressed.

    Then a sub event that compares the global variable to see if the object is visible.

    If it's equal to 0 set the visibility of the sprites and change the global variable.

    Create an else statement and reverse it while changing the variable.

  • As of now the game jam team is two people. Looking for a third if anyone wants to help out. Shoot me a message or post here and I'll get back to you as soon as possible.

  • Game runs fine, could be a fun little tablet or iPhone app game. Only issue I ran into was that some balloons go so high even if you don't throw the blade the red balloons can still hit the blade and hurt your scorel. I would either not let the balloons go so high as to hit the blade if it's not moving or make it so they only pop when the blade is thrown.

  • Very cool and kind of addicting, I got to level 3 or 4 I think, fun stuff keep it up.

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  • I'm hoping to turn this into a game I can put on Googleplay for free with in app advertising. Right now the graphics are kinda boring and mostly just place holders until I can find a proper artist I can hire. The basic gameplay mechanics are there. When I'm done it will be touch screen, but for current play testing it is just left clicking with the mouse.

    Left click and hold to ascend.

    Keep an eye on your fuel.

    Collect gas cans to fill your fuel back up.

    Don't hit buildings and don't go to high.

    https://dl.dropboxusercontent.com/u/729 ... index.html

    Any comments, suggestions are more than welcome.

  • Thanks for the options. I ended up turning the sprites into bullets and setting their speed to 0 when I needed to pause. I wonder why the time scale doesn't work with the System events, Every Tick, Every X Seconds and so forth.