DnlWhlrGms's Recent Forum Activity

  • Hi all,

    I'm working on a golf game and getting concerned with my inability to streamline the behaviors and events involved. The player has platform behavior and the golf ball has physics behavior. When hit, the golf ball goes right through the tiled platform, though. So, I tried adding solid to tilemap, but realized that is for bullets bouncing off, not physics sprites. Research showed physics can bounce off other physics, so I gave the tilemap that behavior and it was acting fine.

    Now, there are other objects, platforms, enemies etc. that I may, or may not, want the ball to bounce off of, and the thought of adding physics behavior to those sprites seems like a recipe for a boggy game. Perhaps that's wrong thinking? I know I could group the sprites I want to have physics in a family, but is that really less processor intensive? They, essentially, all still have the physics behavior but just in the convenience of a group, yes?

    I tried adding bullet along with physics to golf ball just to get that bounce off solids ability, but I don't know how to assign the other bullet parameters so they don't affect the physics of the golf shot. Perhaps this is the best solution if someone could tell me how to set the bullet parameters so they don't intervene.

    I also tried adding platform behavior along with physics on the golf ball and that seemed okay, but again, not sure if this is gonna be boggy in the end of it all...

    It seems to me, the casual coder, that simply having a "bounce off solids" parameter in the physics behavior, like there is in the bullet one, would be a huge help. It's got to be a common issue I'd think.

    I've read the posts I could find on this topic and have had no luck with implementing them successfully... any thoughts on the least processor intense route to accomplish this golf ball with physics bouncing off certain sprites would be awesome!

    Thanks!

    *Update*

    I saw in this post: where jayderyu mentions the importance of not crossing the streams with physics and platformer! Is this the consensus of the elders here? Either have a platformer, OR a physics-based game, but NOT both in one game...

    *Update 2*

    Would using R0J0hound 's chipmunk physics behavior play nice with the platformer behavior?

  • Thanks guys, I guess the only solution is R0J0hound's. I'll try that, nothing to lose since I'm locked out anyway.

  • danalog try my dropbox I have many add there you might find it there

    Thanks Lordshiva, I didn't see the plugin. I'm afraid that tween plugin was a unique find back in the day and my backups are corrupt. Is there a way to trick C2 by making a plugin with the meta data matching the name and author?

    Thanks

  • Hi, I've been away from C2 for a while, and I'm trying to open a past project. It said I needed to install a list of missing plugins and behaviors. I found all but one! I searched the list here and Google, but I can't locate. Without it, I can't open the project

    This is the plugin I need: Behavior 'Tween' by Christopher Stanley

    Any help locating this one, of how to possibly tell C2 to forget that behavior, it would be great!

    Thanks

  • New power-up added and lots of tweaks to game play to make it better.

    Here's the new gameplay video: https://youtu.be/tD4yBz3NAuQ

  • Thanks for checking out my game, I haven't had an ad repeat like that in testing. Believe me, I'm trying to place ads respectively because I hate games that show ads any chance they can. The (X) Skip is all AdMob, so I can't change that, but if it becomes consistent, I'll have to rethink it.

  • My latest release is up on Google Play for FREE. Hope you can check it out!

    "It's the classic fun of a brick breaker game mixed with the challenging

    elements of pinball on a field of rainbow-colored gems."

  • My latest release is up on Google Play for FREE. Hope you can check it out!

    "It's the classic fun of a brick breaker game mixed with the challenging

    elements of pinball on a field of rainbow-colored gems."

  • Thanks, TiAm I'll check those out and find a good middle ground. I looked at this mesmotronic full screen Cordova plugin, but didn't know how, or even if it would work. It's such a bummer the letterbox scale thing is not happening on canvas+. If it had that, along with its already great performance and apk size, I'd be in heaven. I'm no coder, so I'm sure if it was easy, they'd have it...

    So, basically a game with finite wall needs like mine is gonna need some floating tricks. Thanks again!

  • ludei I am still having a problem with full screen in New cocoon.io. I've read through this thread and several others trying to figure out what I'm missing.

    I've done:

    1. The code patch for the retina IsCocoon thing.

    2. Removed whitelist from installed plugins.

    3. Switch physics from .js to the .web one.

    4. Tried WebGL on and off. (Off made it zoomed like, 300% in upper left corner)

    5. I'm exporting as Cordova, deleting config file, zipping the rest and uploading, choosing full screen, portrait, canvas+.

    6. I'm using the new cocoon Cordova plugins (updated from formally named ATP).

    7. Using Letterbox scale, even though its not supported by canvas+, I have yet to read others using a different scale. I'm assuming C2's scale choice is ignored as cocoon configs it it's own way.

    In the end I continue to have this weird strip on the right side:

  • Hi,

    I purchased your "Advanced Menu" and it's great. Can you tell me how to add a "Next Level" button that records the score and stars. Right now you play a level and have to go back to the main menu and I'd love to have a button that goes right to the next level. I just don't know how to code it so it remembers the stars and score without going back to the main menu.

    Thanks!

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  • Thanks for the advice and example! If i'm not gaining any noticible performance or decrease in app size, then snapping to grid the levels seems best for me.

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DnlWhlrGms

Member since 20 Nov, 2014

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