YoHoho's Forum Posts

  • https://www.dropbox.com/s/0kwjqt5kl1uny7j/Breakout%20Test%201.2.capx?dl=0

    Here's my latest update. I was able to get the blocks moving together how I'd like. But now I can't figure out why my 'Ball' object slows down after hitting many of the blocks. I also want to know how to fix the 'Wall Bounce' issue where the 'Ball' object sometimes moves too horizontally and causes problems with the game. Creating a 'WallBlock' object using the same style blocks creating nothing by diagonal movement (way worse than what I currently have working). Everything's found within the .capx

  • Bumping my thread for attention. Also another issue:

    • Making sure the ball doesn't end up going horizontal once it reaches the top bounding box of the layout (I'm wondering if creating the boundaries with a row of sprites that are shaped like the blocks would help relieve this problem all together since it wouldn't be a flat surface any longer)
  • I originally forgot the .capx link before. Not really liking how my post is now 3 pages away either, so...

  • I'm working on a Breakout clone in order to try several actions and make a complete game build from start to finish. These are the thing's I'm having issues with that I'd like to resolve:

    • Making sure that the ball bounces off of the blocks properly after the blocks are destroyed (sometimes the ball just skims the block and destroys it, but doesn't bounce off of it)
    • Making sure that the ball bounces properly off the paddle (sometimes it falls through [I'm aware of how I've made the collision polygon]; sometimes there isn't enough bounce and the ball makes a very horizontal path that would go on for too long [could I create a SPEED UP function?])
    • Having a group of blocks move together in any horizontal/vertical direction to create difficulty (not sure how to do this with immovable objects)

    Here's the .capx file to view https://www.dropbox.com/s/one52rlpsin0x6p/Breakout%20Test%201.1.capx?dl=0

    I'm using the free version so I've yet to use the Families function and such.

  • You need a flag variable for when you want the speed to be increased or decreased. So for example:

    Every X seconds

    ---->Slow = 0

    --------->Set Bullet.Speed to Bullet.Speed + X

    ---->Slow =1

    --------->Set Bullet.Speed to Bullet.Speed - X

    Bullet.Speed = 300 (You might want to make it <= because its not guaranteed you'll land on 300 exactly depending how much you are adding)

    ---->Set Slow = 0

    Then just set Slow to 1 when you want time to slow down.

    Is there a way you can create a screencap of what this is supposed to look like in the events list? That would be the easiest way to understand this, for I also want to know how this works.

  • Try the V2 it's way better .

    quote]

    I'm thinking about how I would achieve a rather decent... maybe cool looking transition effect between layouts and was wondering if any of the talented C2 developers have any ideas OR examples they've created/used in their own projects. Also, will anybody admit to creating false loading screens? Everyone loads so quickly in C2 that it's jarring and they feel necessary sometimes.

    About the Layout Transitions made plugins for this. One plugin he made is the v1.2 LayoutTransition.

    Also, about the false loading screen. Some game dev give time to make their game a branding loading screen in the beginning to show their company name. It is

    quite common actually and almost everyone do it.

    Thanks for the links and the information. The layout transition plugin looks like it will help a lot in the future.

  • I'm thinking about how I would achieve a rather decent... maybe cool looking transition effect between layouts and was wondering if any of the talented C2 developers have any ideas OR examples they've created/used in their own projects. Also, will anybody admit to creating false loading screens? Everyone loads so quickly in C2 that it's jarring and they feel necessary sometimes.

  • While R0J0's answer is correct, I thought I'd take a moment to explain why this works.

    random(x) returns a random number between 0 and x, Including random decimal points. So therefore random(4) could return 0, or 1.75 or 3.14 or 1.1217597243 or whatever, as long as it's a positive number and below (but not including) 4.

    This is where the int() comes in. By using the int() expression he converts the number to one that does not have fractions, it's effectively the same as using floor(). 1.75 would become 1, 3.14 would become 3, and there are now only 4 possible numbers that int(random(4)) can produce: 0, 1, 2 or 3 (each with an equal chance).

    Now by taking this and multiplying it by 90, your possible angles for the bullet are 0, 90, 180 and 270, which does exactly as you wanted it to.

    What's the difference between using floor() and int()?

  • Sorry, I actually meant to use the word 'more' instead of 'me'. I was implying that there should be more information if anyone has such.

    "prefer using canvas instead of webgl"

    See, I don't really know what that means. I also don't know why Canvas would be preferred over WebGL. This is the information I would like.

    "spritefont instead of text objects"

    Is this simply using images of letters instead of the built in text creator? I'm sure I will be following this advice eventually once my games are near completion.

    "reduce your sprites either in photoshop "

    What would be the ideal sizes for the different uses (sprite fonts, animated sprites that move/immobile, etc.)?

    Somebody out there that's release a large Construct2 should have their own idea of what works best. And again, this is probably the best 2D game engine anyone could start with.

  • When I had to reduce the size of objects in my game I found that making a history resize in photoshop then using a batch process to do all files got me a better result than the inengine editor and much faster to do.

    Sorry if this info was too late to be useful.

    Please, give me information about resizing, retooling, compressing, whatever.

    I'm surprised that someone hasn't decided to create a list of optimizations/limits they feel works best for Construct 2 projects that are either d/l or played in a browser. Please, somebody do this.

  • Sorry for the reply delay, I was traveling for the holidays.

    Our game is still using the r206 version of Construct, so I can't get your capx working to run it, but I did look at your events, etc.

    You might have some layering problems too. Is your event supposed to happen on Layout 2? Because all of your events are currently on Event Sheet 1, which is inherently tied to Layout 1. If you want to add Event Sheet 1 to Layout 2 also, you need to specify by selecting the layer and setting the "Event sheet" to Event Sheet 1.

    However, the actual actions should look like this ( I believe ):

    You would need to change the layer too from "Action" to "Layer 0" if you wanted this to happen on Layout 2.

    Not sure if quoting you directly will get attention (not that I'm stalking you or anything, LOL). Also, it seems that the catapult mechanic works in a way that depending on how fast you pulled the object back will determine how fast it flies. Or, does that have to do with my use of the Bullet behavior?

  • Sorry, I can't actually see the image you've posted for some reason.

    I only want to get the actions working on Layout 1; Layout 2 is just a holder for all of my assets to be present in the project. I'm still looking to get this working so that I can try and make a fully working build.

  • I still need some help on this. I've tried having the system spawn a new catapult box but the mechanic wouldn't work correctly. And other attempts have lead to multiple spawns or the catapult mechanic just won't work. I want to take this project further and this is holding me up.

  • OK. I think I tried the Layer scale and that looked weird so I'll try the Layout scale. What about resetting the catapult mechanic so that wherever the Mario object ends up, the catapult star block will reappear on it and reset the mechanic? That's the thing that's really holding me up.

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  • Did you document how you put this thing together? I would totally want to look this over and put together something of my own. Maybe a template to d/l perhaps?