Excal's Recent Forum Activity

  • I've solved most of my debugging issues by adding a new GUI layer and checking various object properties and watching how they update in realtime.

    However, there is an issue I am not sure how to test, and that is why my enemies are sometimes rendering off the screen. Perhaps this is a Firefox issue, as I haven't seen it happen on Safari (yet).

    You can play the latest version of the game build here.

    Enemies spawn only at the beginning of a wave, and the code that spawns them is:

    <img src="http://i.imgur.com/R2K2j0p.png" border="0">

    I have boxed the spawning code, and yet they still sometimes spawn off the screen and never show up (they have pathfinding, but when they spawn off the screen they do not move). I am starting to wonder whether it may be a bug with C2 itself, as there are no other events that spawn them off the screen. There could be a rare case where an asteroid spawns on an enemy and physics causes the enemy to move off the screen, but the enemies have the Wrap behavior and should show up on the screen anyway.

    Speaking of Wrap, the Wrap behavior isn't working on my enemies. I had to manually implement wrapping events. Possibly a C2 bug?

    ImpulseCollision.capx

  • Title says it all.

    Currently am working on a space shooter that I might submit (you can play the latest build here. However, I'm open to ideas on collaborating a new project if an artist is willing to work with me.

    Consider this a hobby project for fun and not a paid position. That's what a game jam is, right?

  • I agree, it would be nice to have a response from a developer on exactly how this behavior works.

    The more I mess around with C2, the more I realize I have to account for optimization. A lot of the behaviors are absolutely excellent in general, but in making the game look smooth there is a lot of work still to be done. For example, I basically had to manually implement collision using CustomMovement in addition to using the Physics library in order to make my collisions feel somewhat realistic.

  • Here is a live preview of what I mean:

    Space Game

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  • I've recently begun the transition into making my game support multiple screen sizes.

    However, when the game scales to fullscreen in the browser, the text gets repositioned. This is most evident in the title screen, where the text gets shifted left when previously (see the non-fullscreen version here) it was in the center.

    Does anyone know how to keep the general position of GUI elements?

    ImpulseCollision.capx

  • Copy one of the game's layers and events into the other one.

  • I've updated the game so it is more fast-paced (and exciting).

    Player ship turning is now faster, and asteroids do not have to be destroyed to move on to the next level - only enemies do.

    Still having some issues with the ally ship AI being not as good due to 'pick nearest' being kind of slow.

  • Added a new feature: an ally ship will now spawn at the start of each wave, starting wave 3!

  • I also have this issue with my space game, as I've seen enemy ships fly into asteroids and blow up even though they are updating their paths every second and should be going around.

  • Does that work for multiple instances?

    Find Path to Object.X, Object.Y doesn't work if that object has multiple instances. Does 'pick nearest' work for instances?

    If so, then perhaps this is simpler than I thought!

  • I've been reading through this thread about UIDs and selection, but I'm not sure how I would loop through all the UIDs.

    In particular, I am trying to determine the distance from an object to every instance of another object and then save the closest one. This involves looping through every UID of the object and checking the distance.

    Does anyone have any idea how to do this?

  • Right now I have each enemy update the instance variable upon creation.

    For example, when an enemy is created, the EnemyID instance variable is set to its UID.

    Now I'm not sure how I would check which enemy instances exist on the current level (since they can be destroyed). Do you have any ideas on how I could check for that?

    UPDATE 1: I'm currently running a For-Each loop that (from what I think) should run through each EnemyID that is currently on the level:

    <img src="http://i.imgur.com/8NIZEPf.png" border="0" />

    Is this correct? Would this run through each enemy on the level? If so, then the next step is figuring out how to determine which enemy is closest to the ally ship. I have a variable called ClosestEnemy but I'm not sure how I would actually check for the closest enemy.

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Excal

Member since 9 Mar, 2013

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