JohnnySix's Recent Forum Activity

  • I've not got anything more complex going on right now than :

    <img src="http://www.johnnysix.net/games/whatgoingon.png" border="0" />

    Yet when I run the project, only jump (W) works, I just want to use WASD instead of the arrow keys, as it's more natural for a right hander.

    Is there another method I should be using?

    I've disabled default controls on the platform mover sprite and added the keyboard object, is there another step I need to be taking?

  • Was the issue that this is the free version and I saved as a project rather than a self contained one?

  • Savvy001 - I was just using vectors to keep it simple - am placing a target in the path the object is travelling for bug testing and potential collision issues. :)

    Yann - Thanks - just what I was looking for - there is no expression as yet, and it's a useful variable to have.

    Savvy001 again - looking forward to your pinball game. :)

  • Here's the latest.

    I thought I'd make a dial just for bug-testing, as it turns out it seems to miss some angles out - just turning the sprite to face the mouse when clicked and grab the angle, then to compensate for the fact 0 facing positive X and not positive y vector.

    Harder than I thought!

    Drag the dial to the 11 o'clock position or higher to make the bouncing pads more effective.

    Click image to load. Cursors move, down makes you roll, up makes you gain platform control back.

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  • I'm doing something similar, and wondered if there is a way to capture the actual angle of the ball?

    I was hoping to avoid arc cosines and dot products if possible. :)

    Is there an expression to get this variable?

  • Yeah, I used a circle mask - it's not the ball so much as the environment, was wondering if there were something more complex for background objects, other than just hiding the ball and simulating the effect with animation.

  • Okay, GFX update, my placeholders aren't sufficiently compelling. :)

  • Edit 3 - haha

    Okay, I RTFM - quick suggestion.

    UP arrow isn't used, would suggest that , as you're playing with cursors, UP would be the collector, at the moment (maybe I'm just not that good at it yet) I get confused between scattershot and collector.

    I reckon having them in different places I.E non-weapon on right hand, move/ collection , weapon ( space fire / hold for charging scatter shot ) could make things a little more intuitive.

    Less is more as they say. :)

    Really like what you've got so far graphics wise, and the music was nicely paced and not to overbearing.

  • Made some progress - still trying to figure out angles/relative positions etc one the physics.

    For example the green bouncer things.

    I also want to destroy instances of objects when they are spinning too fast/hit the walls too fast, is this possible? When you create a new event you can't actually test the speed/rotation of a physics object directly, leading to messy instance variables and foreach loops.

    http://www.johnnysix.net/games/BallsOfFire2/

  • Hmm, think I'm doing something wrong- or the engine is a little iffy on concave collision boxes

    <img src="http://fc09.deviantart.net/fs71/f/2012/065/3/0/collision_fail_in_contruct_2_by_johnnysix-d4rwojg.png" border="0" />

    Was trying to make a bathtub curve to accelerate the ball.

    Is this possible? Are there other ways to create collision?

  • Not really planning on making a sonic game so much as just found it fun grabbing the velocity from the platforming movement and translating into forces in physics - still to make a much larger level and add scrolling for a greater sense of speed.

    It'll be some kind of mashup between Chemical plant from Sonic, Angry Birds, and marble madness. :)

    Click image to launch

  • Ah k - the forum crashed as I was editing aha - I'll go seek it out, thanks for trying them out.

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JohnnySix

Member since 3 Mar, 2012

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