EpicRaid's Forum Posts

  • Hello, I was wondering if it's possible to do this. I have an object which flies around a round planet, but I want the planet to go into the opposite direction relative to the object. The object is controlled by touch. So what I have is: Every tick > 'Planet' set angle toward Object.X, Object.Y. Now how can I make the Planet go the other way around relative to the Object?

    I've also got one more issue. When the Object is destroyed, the planet automatically returns to its original position. I don't know why it does that but it's nice. Now the issue is that it somehow it 'jumps' to around 225 degrees then jumps to its original position of 270 degrees again (sprite handle facing upwards). Any idea why it does that? I've got some pinned objects to the planet as well and they ofcourse also 'jump' so it looks kinda weird.

    Sample of what I have now: http://mediaconceptfactory.com/images/TestRocket.capx

  • Thanks, I will take a look as soon as I got some other issues solved for another game!!

  • donald Cela

    I'm also trying to make something similar. I originally used the code from the piggy shoot template, but wanted a swipe up instead.

    But I'm stuck at step 4 of your explanation. What do you mean y force vector? Perhaps you could enlighten us with a more code-shown explanation?

    Thanks!

  • Hello,

    Well I'm trying to make the car move to the lane, rather than just teleport to it. Preferably in 5 px 'steps' as described in my original post.

    Thanks.

  • Hiya,

    So I'm trying to make a car move between 3 lanes. One of the things I don't understand is why there is no 'move object to position' command, or is there?

    See, I want the car to maintain its angle (say 0 degrees). Then when pressed up, move to the lane 1. Move down, move to lane 2. If in lane 3, the player can go up or hit the dirt and crashes (movement stops when hitting a barrier, set frame to 1). When in lane 1, go up and crash or move down to lane 2.

    Now initially I wanted some retro effect that moves the object in 5 pixels steps, 90 pixels distance between each lane. So if you press up, the car would could go up in steps of 5 pixels, travelling 90 pixels to the top lane.

    Now I came across a bunch of things while doing this myself. I'm still a bit of a n00b. I searched the forums but couldn't find any answers.

    I fiddled with it myself but I guess I still need to learn a lot I guess as I got a lot of unexpected results. For example, with this code (which is probbaly crappy and improvised) if I pressed up or down it would always move down.

    Thanks for any replies.

    • R
  • Thanks 99Instances2Go.

    I was wondering though, why that change was needed. I mean like the difference between what I initially had and you implemented?

    One can always learn more. Thanks!

  • Hello,

    I'm working on a game where I need pedestrians to move around each block. So basically make them move in a square.

    What I have is displayed in this sample:

    http://mediaconceptfactory.com/images/SquareMovement.capx

    I tried searching the forums but I only saw complicated samples that are way above my head. I just need the pedestrians to move and face in the direction they're walking, infinitely.

    Now what happens in the .capx I posted is that when two or more pedestrians hit the block on the corner at the same time, weird things happen and one or more of them ignore their path.

    Since I intend to have around 12 housing blocks on my map, I thought the easiest way was to copy-paste the blocks on the corners (that make the pedestrians rotate 90 degrees direction) but that causes problems when pedestrians are simultaneously hitting he corner blocks.

    Any way to fix this? See capx, thanks!

    I'm sure there should be a simple solution I'm just missing it I guess.

    • R
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  • Hello!

    I was wondering if it's possible to make some simple car traffic.

    Now I *think* I grasp the basics of it, but I strongly feel like it can be done in a much better and less time consuming way.

    So basically, I have 18 different cars (most same models but different color) and I want them to stop and give way when a car is coming from the right.

    What I have now is like this:

    As you can see that can be much more efficient, I would have to copy that group and change it 17 times for each car group.

    I was also wondering how to handle things when four cars are arriving at the crossing around the same time, with LOS they might just end up giving way forever to the one on the right. Now I did have some stop lines added all over the map, basically the horizontal lanes are supposed to be given way. Green and grey car are supposed to give way as you can see so that might solve the problem a bit, but I don't understand yet how to efficiently code that?

    Also I notice that with LOS the cars only stop when they are (almost) hitting the other car, regardless of how much LOS sight I give them. This happens when the car from the bottom has to give way to a car from the left for example.

    So I thought about using families. But I couldn't figure out how to get the one that has line of sight with a car, to get that specific car to stop instead of the whole family. If any could shed any light on this traffic issue.. I'd be really grateful.

    P.S. Here's a .capx sample of the situation: http://mediaconceptfactory.com/images/Traffic.capx

    • R
  • Your game doesn't work and uses only 1/2 of the screen. I click on any menu button but nothing happens.

  • Hello,

    thanks for your reply.

    The level doesn't need to scroll, I was looking for an efficient way to make a long level, as in width. I can't change the layout width since it only extend to the right. I want the buildings to come in from the left. I was thinking later on to simply temporarily extend the margins in the editor to as far as possible. So I can put all the buildings in the editor and give them a bullet behavior. This will make it look like you fly over the buildings.

    Here's what I mean;

    Imagine the black squares are the buildings, the red square is the player, the blue line is the layout border.

    As you can imagine, I would need a lot of space on the left in the margin area. I have not tested yet, but I read that the max margin size is 10000. But anyway, I was just wondering if there are more efficient ways of have objects come in the screen, while still retaining the ease of being able to place objects (buildings) at will, so I can design the level in the editor.

    If I were to spawn them by seconds for example, I'd have to place them, test, modify, etc. that wouldn't work for designing.

    So my question also is, how do other people do this? And why can't I extend the layout to the left (irrelevant perhaps but still a valid question).

    Thanks. - R

  • lol, I also saw your Fight Masters video, you make weird games!

    I don't find it appealing, but I'm pretty sure you can gather a following in Japan.

    One question though, the graphics, do you make them yourself?

  • Hey,

    ah yes I totally understand that. I'm not saying you should change the game, but rather the name as it's got to do with people's expectations, a game name should 'tell' what the game is about. If you get my point. I'm not trying to boss you around of course, this is just what I was thinking.

  • At first I didn't understand the game. I can't remember if there were any instructions.

    I felt like, why can't I move all the way to left and right, but once you play, you'll understand that it aligns perfectly with the landing position of the bubbles. I thought that was nicely done.

    Simple game I guess, but kinda like that you have to think and calculate which bubbles hit the ground before the other.

    I'm not fond of the graphics to be honest. I assume it's catered to kids?

  • lol, this game is harder than Flappy Bird! Who knows, that might get you some serious attention. But seriously, for now, I'd make the game easier to start with and gradually harder. What's your own max score ? Mine is 2.

    P.S. Like your logo 'Studio989'.

    • R
  • lol, fall in love. Lovin' that imagination of yours though. Keep it up, but of course in-line with your game.

    I was just saying, due to the immens popularity of GTA people will immediately think your is about something similar, while it's actually the opposite. It does attract attention to your game by the name alone though. But I don't know, this is just my opinion.

    I'm also working on games for fun, although my current project has gotten out of hand a bit. But we'll see, I'm busy assuring quality so perhaps there are some monetisation opions in the future.

    • R