kill0byte's Recent Forum Activity

  • Sure thing! And to add, I've tried modifying all of the physics behavior setting on both the planet and sidewall objects, and it continues to slow down and eventually stop.

    dl.dropbox.com/u/8938070/PegJam/gametest.capx

    (I can't post actual links yet, unfortunately.)

  • Hello again!

    Thanks again to everyone with the help on setting up the wall bouncing effect for my game. I've since added in a planet object and got it moving around the screen as well, but the problem is that as it bounces off the walls, it starts to gradually slow down. I'd like the planet objects (there will be more eventually) to move continuously at the same rate of speed.

    I've tried setting the friction to 0 and played around with other settings in the physics behavior and I can't seem to figure it out. I also tried adding the bullet behavior to the object but that just made it somehow pass through the solid walls at the edge of the screen, so that approach didn't seem to work either. Help is greatly appreciated. I can post a link to a capx if it's needed.

  • I went ahead and created ePub and Mobi versions of the manual before realizing other people have done it already. Oops! In any case, if anyone's interested in my versions I can post them. They retain Scirra's original formatting and are up to date as of today and contain some metadata if you use software like Calibre.

  • Well, now I feel kinda stupid. I just went ahead and created a version of the manual for eReaders and see you've already done it. Oh well. The only difference is mine retains the original formatting. If anyone's interested, I can post them.

  • Yeah. I'm still trying to figure how to implement everything - and I'm trying to think ahead and design with the idea of porting to mobile devices from the get go... but getting stuff from inside my head onto the screen is sometimes more difficult, lol.

  • Thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Thanks procrastinator! That works pretty much exactly as I wanted it to, and looking at the event sheet I can actually understand what's going on so that's super helpful.

    One quick question: I noticed when the ship turns, you have it set to rotate by 125 * dt. I'm assuming dt is delta time, but is that necessary? I understand that dt helps make things time consistently between different devices, but I'm not sure really how it goes about doing that so if you could explain why you did that it would be helpful, thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ok, I tried creating some simple line wall sprites, gave them the solid behavior, and re-applied the bullet behavior with bounce off solids turned on but the ship flies right through the walls regardless. I'm posting my capx file here to show what I've got so far.

    And thanks for your help guys, it's much appreciated.

    dl.dropbox.com/u/8938070/PegJam/gametest.capx

  • I haven't attempted to use the physics stuff yet. So far I've just been using the Custom Asteroids Movement example as a base, since it's the same kind of movement for this game. I'm a total and complete newb when it comes to C2, other than going through the beginner's tutorial and reading through the Asteroids in 100 events tutorial.

    As for what happens, when the player sprite hits the wall it just stops. It doesn't bounce at all. What I want it to do is have the sprite bounce off in the opposite direction.

  • Hi there...

    I'm currently working on a fairly simple game, and I'm trying to set it up so that the player will bounce off the edges of the screen, and have an invisible wall "light up" on contact. If any of you are familiar with an old game called Omega Race, you'll know exactly what I'm talking about.

    I've tried adding the bullet behavior and setting the "bounce off solids" setting as suggested elsewhere in this forum, but it doesn't seem to work. I also currently have the "bound to layout" behavior added, so maybe I'm going about it the wrong way? But any help would be greatly appreciated. In the meantime, I'm going to work on my art and sound assets. :)

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kill0byte

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