VictoryX's Recent Forum Activity

  • I have a simple bowling game setup. Basically the ball is at the bottom of the screen. It's a physics object and when the user clicks the ball is launched upward in the Y axis towards the pins. The pins are also physics objects. No matter what settings I change or manipulate in the physics the pins just float away like they are in space when hit. I just cant get a realistic collision to work. Anyone have any better ideas to get something closer to actual pins?

  • I never did come about a good way to generate hills or cliffs. It was always just a flat top like in the demo. If you come across a good idea on how to do it please post it.

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  • I would look into the Pin behavior, the Line of Sight Behavior, as well as the Sine Wave behavior. You should be able to do what you are looking for with those three behaviors and a little elbow grease.

    Pin

    https://www.scirra.com/manual/99/pin

    Sine

    https://www.scirra.com/manual/103/sine

    LOS

    https://www.scirra.com/manual/163/line-of-sight

  • So the reason your first code doesn't work is it runs back to back. So as soon as it switches invisible it reverts right back. You can fix this with an if/else statement.

    Create 2 sprites and set their initial visibility through their properties.

    Create a global visibility variable.

    Create an event on button pressed.

    Then a sub event that compares the global variable to see if the object is visible.

    If it's equal to 0 set the visibility of the sprites and change the global variable.

    Create an else statement and reverse it while changing the variable.

  • As of now the game jam team is two people. Looking for a third if anyone wants to help out. Shoot me a message or post here and I'll get back to you as soon as possible.

  • Game runs fine, could be a fun little tablet or iPhone app game. Only issue I ran into was that some balloons go so high even if you don't throw the blade the red balloons can still hit the blade and hurt your scorel. I would either not let the balloons go so high as to hit the blade if it's not moving or make it so they only pop when the blade is thrown.

  • Very cool and kind of addicting, I got to level 3 or 4 I think, fun stuff keep it up.

  • I'm hoping to turn this into a game I can put on Googleplay for free with in app advertising. Right now the graphics are kinda boring and mostly just place holders until I can find a proper artist I can hire. The basic gameplay mechanics are there. When I'm done it will be touch screen, but for current play testing it is just left clicking with the mouse.

    Left click and hold to ascend.

    Keep an eye on your fuel.

    Collect gas cans to fill your fuel back up.

    Don't hit buildings and don't go to high.

    https://dl.dropboxusercontent.com/u/729 ... index.html

    Any comments, suggestions are more than welcome.

  • Thanks for the options. I ended up turning the sprites into bullets and setting their speed to 0 when I needed to pause. I wonder why the time scale doesn't work with the System events, Every Tick, Every X Seconds and so forth.

  • I have sprites spawning off screen and coming on screen at the player.

    The event is basic and looks like this EveryTick >Sprite1> MoveForward -4 Pixels.

    Then another event that creates them off screen Every 1 Second>Spawner>Create Object>Sprite1.

    Works great every 1 second it spawns the sprite and the sprite moves through the screen.

    I get into the pause function, On Key Pressed >P>Set Time Scale 0.

    The spawning event stops spawning which is great, the player stops moving, but the Sprite1's that were already spawned keep on whizzing by. After looking through the forums I found a semi solution which is to put a bullet behavior on the sprites and get rid of the EveryTick event. If that is the best way to go about it I can change that. Just wondering if I'm missing something or if anyone happens to know why timescale would stop a bullet behavior, but not a system event, if that makes sense.

  • The clock begins on the work phase. The 10 hours is just a straight 10 hours where both of us will be working on the game simultaneously. Communicating over a google hangout or skype via screen capture and microphone. One person could be setting up event mechanics while another is doing art/animations. As far as the actual game is concerned it can be anything we want. Something original that will take more planning or a clone so we have a easy reference guide. I figured we could live stream the whole thing over youtube. If it's just me and another person we could do 5 hours on my channel, have an intermission and do another 5 on someone elses channel.

  • I've created a few clones using Construct 2 and thought it would be fun to team up with one or two people to do a 10 hour game jam. Where we literally just spend 10 hours straight creating a game. We could stream it over youtube of us creating the game. As far as game concept or art direction it's all open. Obviously it has to be something simple as it's only 10 hours. So maybe a top down shooter, side scrolling platformer, maybe a digging game. As far as coding within construct I would say my knowledge is intermediate. With photoshop I would say I have an advanced understanding. And with Flash I would say I have a basic understanding. The end game of this is to have fun, learn, and possibly create something cool. As far as releasing it, it will be a free to play web browser game most likely hosted here on Scirra Arcade. If your interested in tagging along on this adventure leave a comment below stating the interest.

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VictoryX

Member since 29 Aug, 2013

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