CreativeMind's Recent Forum Activity

  • Any news about the addon 'SpriteFont+ (SpriteFontPlus) by Chris Kent' ?

    I think a lot of the plugins covered in this thread should be made official by Scirra. The users providing those really did a good job. Thank you all!

  • It struck me today: C3 is officially out of beta!

    That's great news. Before I change from C2 to C3, I would like to know how your experience with C3 is.

    Especially:

    • Is the export to mobile functioning flawlessly?
    • Are mobile ads and IAP functioning flawlessly?
    • Did you run into any bugs or complications when trying to finish a project with C3?

    I want to avoid paying for another software and then running into bugs.

  • Fervir Nicely done! Are you creating all your sprites by yourself?

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  • Well, that's bad. That way there will be lags when changing the layouts. I'll do some tests.

    EDIT: Question has been answered by the C3 manual:

    https://www.construct.net/de/make-games/manuals/construct-3/tips-and-guides/memory-usage

    Layouts are loaded individually. If one wants to create big sprites, ione should include them in the layout view. That way the loading of the layout takes longer, but the sprites can be created lag-free.

  • I think a lot of big video game companies could learn from this game. Gaming is not about visuals at all. You are offering a well calibrated learning curve, I think that's what keeps the player keen! Really well done!

  • You could change the enemies angle towards the player and then activate the bullet behaviour to move towards him.

    If you are familiar with installing plugins, I think the easiest way would be to install the 'MoveTo' behaviour by rexrainbow ( https://www.scirra.com/forum/behavior-moveto_t63156?&hilit=rex+moveto ) and simply let the enemy move to the player's location.

  • Hey there,

    maybe someone has insight into when C2 (or more precise: the game exported via C2) loads the layouts.

    Are all of the layouts being loaded at the very beginning of the game, the loader layout?

    Or is a single layout being loaded as soon as one changes to it?

    I'm asking because currently, I use one layout for a whole game and change scenes by spawning and destroying them (there is a specific reason for that). On mobile, spawning big sprites causes lags. So I'm thinking about converting everything into seperate layouts, if they are loaded at the beginning.

  • Sure. There might be some confusing parts, but I tried to make it as clear as possible:

    This is the code for the player's paddle, which is on the left side of the screen, drag is enabled in vertical direction.

    The ball's initial angle is zero (in a horizontal direction).

    I decided to use 'Bounce of solid' for the border of the layout and to use 'On collision' for the paddles.

    The first two events are used to calculate the drag velocity, as described by brunopalermo.

    On collision, I use trigonometry to split the ball's total speed into Ball_Velocity_X (the speed in x direction) and Ball_Velocity_Y (the speed in y direction). Then I add Drag_Velocity of the paddle to Ball_Velocity_Y of the ball and use trigonometry again to calculate the new angle of motion of the ball. That way, the velocity of the paddle affects the ball's trajectory.

    Here comes the confusing thing: C2 defines a bullet's angle of motion in the range from 0 to 180 (lower half circle, clockwise speaking) and -180 to 0 (upper half circle, clockwise speaking). That means you have to use different trigonometric functions depending on whether the angle is positive or negative. If you want to program the opponents paddle, theses dependencies change!

    For the opponents AI you can vary the time span in which the paddle moves towards the ball's Y coordinate.

    Little bonus detail 1:

    I figured out that it is very annoying when the ball is dodging almost vertically, so I decided to limit the angle to 65 (or rather -65) degrees.

    Little bonus detail 2:

    I think it is more interesting if the ball gains some speed at every collision, that way longer rallies get more intense.

    Hope that helps!

  • Works great. Thanks!

    Fun fact: The hard thing about creating a Pong AI is making it slightly more dumb than the player.

  • saharasahara I decided to skip all minor bug fix versions und jump straight ahead to alpha build 2.0 . As there will be many layous (similar to Jaws.exe), it only makes sense to release the next build once there is a consistent gameplay experience.

    I'd say in about 2 months, the next update will be released, offering much more content than there is right now. I hope I can make it sooner! Stay tuned!

  • Hello everyone,

    I'm trying to make a small Pong game in which the player needs to drag his bar. It looks good so far, but there's one major problem:

    The angle of the ball is being determined via the 'Bounce of Solid' option. But that way the speed and angle of movement of the player's or opponent's bar won't affect the trajectory of the ball on collision, which is quite bad.

    Sadly, there is no way to compare the speed and angle of movement of an object that is currently being dragged to another quantity, so I don't have the option to change the ball's trajectory according to how it collides with the bars.

    Any ideas? How come that this basic function is missing?

  • I replayed the game. Indeed, I missed out on the basics of the gameplay, my fault!

    I knew about that instructions button on the arcade but couldn't find it. After 3 minutes of searching I found that tiny button with the question mark. I think Scirra should make it more obvious.

    Now that I know about the flamedrop, the gameplay and leveldesign makes much more sense. Good work. I couldn't manage to get past the waterfall in the second level. Will there be other abilities?

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CreativeMind

Member since 19 Feb, 2014

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