How do I create a bowling game?

  • 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?

  • according to your code, you are setting world gravity to 0, that may be the reason why your pins " float"

  • I would not choose C2 for this game since it's 3D, but mby I'm wrong.

  • I would not choose C2 for this game since it's 3D, but mby I'm wrong.

    I think it's great that he's trying this- I assume by scaling the sprites at various y values- should be a nice challenge!

  • Ye, but even if it's possible, the pin physhics will be a huge pain because there is no z axys.

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  • Okay so i have been giving this some thought. Without the Z axis, doing this with Physics is gonna be really difficult. So I'm thinking of approaching this with Animations and variables. Just thinking out loud here so let me know if this seems feasible.

    Set up a variable for the ball speed.

    Variable - Ball Speed = Slow, Medium, Fast

    Set up three hit markers in front of the pins, they will be a single sprite image instead of each single pin.

    Targets - T1, T2, T3

    First Throw

    Ball on collision with T1 and Anim 1

    Speed = S - Play Anim 2

    Speed = m - Play Anim 3 = Strike

    Speed = f - Play Anim 4

    Ball on collision with T2 and Anim 1

    Speed = S - Play Anim 5

    Speed = m - Play Anim 6

    Speed = f - Play Anim 7 = Strike

    Ball on collision with T3 and Anim 1

    Speed = S - Play Anim 5 -Mirrored

    Speed = m - Play Anim 6 -Mirrored

    Speed = f - Play Anim 7 -Mirrored = Strike

    Firs throw we have 6 unique Anims for them hitting the pins.

    T3 can just be mirrored over from T2 as it's the same thing just on the opposite side.

    Second Throw

    Ball on collision with T1 and Anim 2

    Speed = S - Play Anim 8

    Speed = m - Play Anim 9

    Speed = f - Play Anim 10

    No Set for Anim 3 as that resulted in a strike.

    Ball on collision with T1 and Anim 4

    Speed = S - Play Anim 11

    Speed = m - Play Anim 12

    Speed = f - Play Anim 13

    Ball on collision with T2 and Anim 5

    Speed = S - Play Anim 14

    Speed = m - Play Anim 15

    Speed = f - Play Anim 16

    Ball on collision with T2 and Anim 6

    Speed = S - Play Anim 17

    Speed = m - Play Anim 18

    Speed = f - Play Anim 19

    No set for anim 7 as that resulted in a strike

    Ball on collision with T3 and Anim 5 -Mirrored

    Speed = S - Play Anim 11 -mirrored

    Speed = m - Play Anim 12 -mirrored

    Speed = f - Play Anim 13 -mirrored

    Ball on collision with T3 and Anim 6 -Mirrored

    Speed = S - Play Anim 14 -mirrored

    Speed = m - Play Anim 15 -mirrored

    Speed = f - Play Anim 16 -mirrored

    In total we are looking at 18 different possible animations for when the pins are hit. And 1 animation for when the ball hits the gutter lane. Gutter lane anim can be mirrored as well for the opposite side. Looking at 19 animations possible.

    To me this seems the most efficient way to approach it, but maybe someone has a better idea.

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