NN81's Recent Forum Activity

  • MERCENARY is now a strategic clicker game

    Like in a classic clicker game you can collect gold by clicking (attacking) your enemies and their buildings.

    You can still also buy mencenaries for each of your buildings and send them to help you to get more gold and become more powerful.

    Take care of your enemies, you mercenaries you gold and you towers and most important - of your castle.

    Destroy the enemies castle/s to win this game.

    Hack and slay on the enemies and send your troops to war...

    -> http://www.gameus.de/mercenary

    yessssssssss

    >

    > but subscription is for C3 not C2.. C2 is still the same. with the 1 time payment. C3 is the subscription product... if you want to get it you get C3 and subscribe if not... keep the C2 license for life that will never change.

    >

    >

    Actually my question to him is why switch to GODOT when C2 still exists. that's what he said in his OP statement.

    Just because C3 is launching soon that doesn't make C2 any less powerful.

    I myself will not get C3 but will still continue to use C2 and hang out here.

    yò brò, me too

  • NN81

    Please don't try to sub-moderate.

    This section is just for introductions, so we usually allow them to introduce in whatever manner they wish.

    If they post in any other language in the rest of the forum, please just use the report function so a moderator can deal with it.

    Non moderators making moderation suggestions can and have caused problems in the past.

    Thanks.

    uuuuuuuh ok sorry but honestly it was not my intention to report or moderate it, but just knowing what he had written in that other language, I'm a naturally curious, so my comment It was to have a simple translation

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  • >

    > > Hello! Привет всем. Я начинающий изучать construct 2, в прошлом заядлый геймер

    > >

    > hi! english please!

    >

    Hello everybody. I'm beginning to learn construct 2, in the past an avid gamer: D

    Asd, me too! Welcome

  • https://youtu.be/OnUmHKydx6w

    Full Damage Control is a comedic 2D Sidescrolling Hack-and-Slash video game in which you control the fate of unlikely characters bound together by circumstance.

    About The game:

    The game is platform

    The game works more like a fight game, with button sequences and air combos

    All the characters have diferent fight style and combos.

    Each character have 4 basic magic atacks and 1 ultra atack, all the magic is to perform longer combos.

    The Game have 2 modes Campaign and Versus

    LORE

    When a strange object enters Earth's atmosphere and inevitably crashes into its surface, the special government agency known as the C.O.N.T.R.O.L. comissions their best (but perhaps not brightest) hero to investigate the ocurrence.

    But a falling mysterious object from outer space tends to attract a lot of attention, and our hero will need your guidance to fight through crazy creatures and people coming out of the woodwork in the wake of this mysterious event, all while amassing a veritable band of emotionally unstable weirdos to help along the journey.

    All in a day's work, eh?

    Gifs

    Hi, my name is Marquet. I've been developing games for seven years now, three of which I spent working on this particular project. I like to believe my love for video games as a medium shows in everything I do, and that it's no different with Full Damage Control.

    nice game ^^

  • Hello! Привет всем. Я начинающий изучать construct 2, в прошлом заядлый геймер

    hi! english please!

  • >

    > uhm i think im misunderstanding because my poor english > <

    > i can use density because my ball go automatically down on the layout.. i need anithing ballistic similar to bullet behavior but working without gravity

    >

    I would forget using physics all together then and set the ball to a bullet behavior with bounce. That will be easier to use speed settings and then you can use Sine behavior to simulate the ball arcing up for a high kick.

    On a flat play field like you have physics is not going to give you much to work with.

    You will want your players set to solids so the ball will bounce when they collide and then a simple kick animation should work well.

    by the way, I do not pretend to do something super realistic like FIFA gameplay !! I'd settle for something much simpler without having to resort to complex behavior .. any alternative idea (without physics)?

    EDIT that to which I refer is a play a kind of basic physical with basic commands without having to resort to the features and parameters of physics behavior on the objects.. also because 22 players plus the ball are already 23 objects, and the management of physical and various movements for so much objects they begin to be heavy for the cpu..

  • >

    > > OK you can set the density of the ball and elasticity of the ball and the players in physics settings and in events.

    > >

    > > If you want more bounce set the elasticity higher and the player density higher than the ball.

    > >

    > > You have to play with those numbers until it feels right.

    > >

    > uhm I do not think it is so simple, perhaps the only way is the "Sine" behavior?

    > you have to consider that there is no gravity in the game, ball and players move on a "free" layer, both with 8dir behavior, when player collide with the ball, the ball move tot with "set 8direction vector" command, for shoot i set the vector more biggest and add some max speed of the ball

    >

    OK then you are over riding the natural physics of the ball and player.

    Gravity does not effect density and elasticity. Those still work in no gravity however you should be using impulse, force and velocity not 8 direction speed.

    I use physics all the time in my games so I do know how the physics commands work.

    Sine will add some motion sway to the ball as it moves but it will be predictable and not realistic physics.

    Since you are playing on a flat field with no gravity you might be better off not using physics at all and set the ball to be a bullet with bounce and then you can use Sine to simulate a high kick.

    uhm i think im misunderstanding because my poor english > <

    i can use density because my ball go automatically down on the layout.. i need anithing ballistic similar to bullet behavior but working without gravity

  • OK you can set the density of the ball and elasticity of the ball and the players in physics settings and in events.

    If you want more bounce set the elasticity higher and the player density higher than the ball.

    You have to play with those numbers until it feels right.

    uhm I do not think it is so simple, perhaps the only way is the "Sine" behavior?

    you have to consider that there is no gravity in the game, ball and players move on a "free" layer, both with 8dir behavior, when player collide with the ball, the ball move tot with "set 8direction vector" command, for shoot i set the vector more biggest and add some max speed of the ball

  • What do you want the ball to do on a rebound or high ball?

    You can adjust the physics behaviors in an event for a specific action if you want more elasticity etc.

    I wish depending on the power with which is kicked, the ball flew away and did bounces realistically

  • hi, I'm working on a project for a simple "football game" like the old "sensible world of soccer" or "kick off" series...

    right now my main difficulty is to characterize the soccer ball phisics, specifically rebounds and high balls...

    tips or suggestions on the easiest and fastest way to address the problem?

    I apologize in advance for my English, it's a Google Translation

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NN81

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