EpicRaid's Recent Forum Activity

  • Hi Stan,

    Thanks.

    I finally managed to fix it by using a collision sprite. When the tank spawns, the container also creates the collision sprite.

    It grows along with the tank's width. I set the sprite just above the dune. I allow collision detection as soon as the first part of the tank peeks above the dune.

    I also put the collision sprite to the other layers so it travels along with the tank. And repeat for the second dune.

    If that makes any sense.

    I tried your sample but it was either hit or miss; I think I didn't have much choice to make sure only a part of the tank gets hit, the part that is visible over the dune.

    Thanks for thinking with me.

  • Hiya,

    For an easier way, I think you will need a combination of an animation and physics.

    I tried to experiment with this and if you check the .capx you'll notice it isn't easy to program it.

    Or at least not for me :)

    mediaconceptfactory.com/test/Bounce.capx

    So what I'd try and do is; when Ball reaches a certain Y, start animation. Then reverse the animation when it is on collision with the ground. Keep the rotation of the ball to 'No' in physics settings.

    I know my .capx is very crude, but I hope it gives you some ideas, whether you only program or use animation frames as extra.

    - R

  • Hi dop2000, thanks for your reply.

    Well the layers are as follows:

    Dune1 just has the first 'Dune1' sprite on it.

    Dune1Tanks is the layer where the Tank is moved to when it reaches a certain travel distance.

    Dune2 has the second 'Dune2' sprite on it.

    Dune2Tanks is the last layer the Tank is moved to.

    The Tank is moved to layers to make it go 'up' and 'down' visually.

    Anyway, I tried your sample, but I think it is too complicated for me. Or at least, I don't quite understand it. Do I need to implement this code for each Dune sprite? As it goes up and down on two 'Hills'.

    I also thought of and experimented with using a 'hitbox' sprite that is pinned to the Tank, had some ideas for it, but in practise I got so confused on how to implement it that I gave up for the moment.

    Thanks again.

  • I tried to contact the author for an update but they are active no more.

    Well if he doesn't reply anymore there's not much you can do, I think.

    Perhaps you could try the email address listed on his/their website; neexeen.com (under Contact).

    Let's reference him who knows he'll pick it up; Toby R

    All the best!

  • Haha, I never understood what's so 'fun' about clicker games. To me that's not a game, but a ticket to repetitive strain injury, lol.

    Yet they're amazingly popular on the app stores. I guess it's like any other game. You imagine yourself to be someone, gain something until you either reach the end of the game, or that moment when it's back to do stuff in real life. :P

  • That game certainly looks great.

    I'm more into 'real world' themed games myself but it looks great nevertheless.

    One thing I noticed was the audio quality and lag in the video. I'm sure you noticed the lag. The audio quality could be better. Also for me it's a bit of a chaotic game but that's just me.

    Anyway compliments for working on it for that long. And adding two, maybe three more years to it! That's real dedication.

    Have you published games before?

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  • Hello!

    I'm working on a game where the player can fire a gun at incoming tanks:

    As you can see, the tanks go 'up and down' the hills. I move them on different layers when they reach a Y position on a layer:

    Now, this works. However, when I fire the gun by touch I'm having trouble making it 'pseudo 3D'.

    The shell has bullet behavior and the shell comes from underneath traveling towards last TouchX and TouchY. When it hits a tank, tank is destroyed.

    However, currently you can hit the tanks when they're behind the hills. I was able to program something to prevent that from happening, e.g. you can only hit Tank if Tank is on layer 'x' and that kindoff works.

    Problem is, when the tank is only half behind the hill you can't hit it (obviously) because the layer condition wasn't met yet. It's only met when the tank is fully 'up' the hill and switches from layers.

    Does anyone have any suggestions how to tackle this?

    Thanks!

    I was about to open a new topic, but it seems I'm not the only one.

    I just tried to copy paste an action and BOOM a crash. It's not my PC, I've been using C2 on this PC for years just fine.

    This must be fixed immediately. One can't work like this, constantly being at risk of losing your work, very frustrating.

    It happened to me two times before this crash and it's just unacceptable.

    It ran fine on Windows 8.1 or at least that's what I think. Because I believe it might be related to Windows 10, which I upgraded to a few weeks ago.

    In the meanwhile, there will be a lot of saving and saving different versions of my .capx..

  • I can't tell what's going on!

    You should post either a video or playable demo at least.

    Or at the very least tell people what kind of game it is and how it plays.

    The gradients, contrast, everything looks a bit cheap, but I guess these aren't the final graphics.

  • Well, what I played from the demo, of course it's a demo, but there's not much to be said right now.

    You can walk in two directions and fire at zombies (?) that spawn too much.

    Personally I always like to wait until I've got something serious to show for, not that I ever show much to begin with, but it seems like a better approach than to show almost nothing.

    Didn't mean to be rude, perhaps we have different standards.

    Also, the menu buttons on the demo don't have any text. I think you might have used a custom font? Furthermore, the mouse arrow doesn't show. I have to guess where it is.

    Anyway, best of luck.

  • Pretty sweet game.

    The graphics are certainly an eye catcher. Those must've taken the bulk of your time. Music becomes a bit repetitive after a short while though.

    Like others commented on your game page, it did need more depth.

    Where did the game end up?

  • You posted in the wrong forum, should be in the 'How do I' forum.

    Anyway.. you need a condition for each wave. For example, something simple as this could work, though crude:

    But it should be easy to understand.

    Trigger once will make sure the whole event runs.. well, only once.

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EpicRaid

Member since 13 Feb, 2015

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