theubie's Recent Forum Activity

  • We've isolated the issue for Suro to only one of his layouts. I'm trying to figure out exactly what in the layout is causing it. That might give everyone more of a clue as to what's causing it.

  • With the slightly annoying issue of their SMTP servers winding up on SpamCop's black list every couple of months, I've had pretty darn good luck with GoDaddy...but not with their normal hosting.

    We've got a Virtual Dedicated Server (i.e. our own server in a VMHost on a shared server with other VMHosted servers.) I went with the 0 support option because...well, that's what I do for one of my businesses.

    Currently I'm hosting 6-7 domains off of it (some for our own businesses, some for clients) and have had 99.9999% uptime with no major issues to speak of. Have had to contact my personal support agent 3 times, and all three were simple setup issues that were fixed within 5 minutes.

    Our bandwidth is pushing about 25% of our limit. Once we hit around 75% we'll step up and get a dedicated server instead of sharing. Even able to put up a personal minecraft server for friends to play on together with no issues.

    Now, their normal shared hosting stuff...was on that for our first web app/game and it ended up a nightmare.

  • Your Player sprite's collision area is much larger than the Enemy's collision area. The Physics.Mass expression uses the sprite's collision area times the density to figure out mass.

    With that in mind I was able to get semi-realistic bounces by multiplying the impluse by 2 for the player ship, and dividing the impulse by 6-7ish for the enemy ship. Also, you have it the player ship figuring out the momentum with it's own velocity, not the velocity of the enemy ship. :)

    I'd play with adjusting the impulse amount like I did until you get something that "feels" realistic.

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  • Couple things:

    1. Use impulse instead of force. Impulse is used for sudden direction changes like collisions.

    2. Adding the X and Y velocities will get your total velocity. Trap these in local variables to make sure you don't get the velocity after the impulse of the collision is applied when to the first object.

    3. If you're just wanting them to bounce directly away from each other, you can fudge and use the angle expression to save time and headache. It won't be pixel perfect realism, but IMO it's close enough for a game.

    I'd do something like this (you'll obviously have to add in all the other relevant parts for your particular game)

    <img src="http://www.infinitepossibilitygames.com/demos/elasticcollision/elasticcollision.PNG" border="0" />

  • I'd think that using the momentum equation would be better in this situation. You're talking about an elastic collision, like this. Basically, you'd want the mass and velocity of each object (rather than acceleration) and use the formula at the bottom for a head on elastic collision.

    It's very simple of both objects are the same mass...they simply transfer their velocity to each other. It gets complicated when they are of different mass.

  • Is there a specific use you have for the value of the acceleration?

    You can track the delta of the Velocity by storing the velocity in an old variable one tick, then comparing it to the velocity in another tick, but I'm just curious what you plan on using it for.

  • Might wanna check this out before trying to find a way to use MP3s.

  • Again...right click on the sprite and go into the animation editor. Rotate the sprite art ITSELF 90 degrees clockwise.

    C2 considers the right side of the sprite as the front. You have your Enemy ship's front facing upwards in the sprite.

  • Edit the enemy animation, click the button to rotate 90 degrees clockwise.

    If you look when you place a sprite, it "faces" the direction of the line in going from the origin point to a small white square, which happens to be to the right.

  • Took a little while to fully understand what the messages on the left wanted me to do (might look into a tutorial or something) it was a blast. Very well done!

  • If you're running in a browser, yes all 3 are needed. Thanks to the major browsers not agreeing on a format you need all 3 if you want to have audio in all the major browsers.

  • EmbedRogue

    This is my working project for the 2013 7 Day Roguelike competition. Decided to use C2 to develop it.

    If the game works out ok, I'm planning on making a few tweeks (adding on screen movement keys and touch support) and releasing it later in the year for mobile devices as well.

    I don't know if I'll make it by the deadline, but it's fun to try, no?

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theubie

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