Hi,
The game I am currently working on has been in the works for almost a year now, and while I came to Corona with no prior programming experience, I’ve been able to make decent progress in terms of the game’s development - creating levels, coding scenes, writing basic functions for my various objects and animations.
However, getting certain mechanics to work seamlessly has proven to be challenging at times.
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I don’t have very many levels ‘coded’ but I do have about 10 made 17 and I’m beginning to actually code each one (I use LevelHelper to create my levels). The reason I’ve hesitated to actually ‘code’ more levels is because if I were to go in and start setting up the levels, I’d have to go back and re-code certain things when I get the mechanics working better.
I’d rather wait until I have all the mechanics working how I want so then I can just copy&paste those sections of code without having to go back later and edit them… but alas I’ve decided to just start coding them and worry about any changes I have to make, later. –
What type of game is it? My game is based on the game ‘Tanks’
My version is top-down rather than pseudo 2D.
I have all the graphical-assets - both UI and game-play as well as some sounds.
I am using Particle Candy for my animations/effects.
Some of the things I need help with are the following:
- RayCasting/radar - I utilize RayCasting as a form of ‘environmental-awareness’ for my enemy-tanks, and it needs some smoothing out. Also, each individual enemy-tank has an invisible radial-sensor that triggers the corresponding fire function when the user collides with it, the problem is when multiple radars overlap it causes some mixed results.
** I’ve figured out the problem is that the ‘ray’ can’t be incorporated into a collision filter. So, when the ray is cast towards the player, it might not fire because the ray is colliding with the tank it originates from as well as the various radars of the enemy-tanks. **
Any thoughts? is there a type of workaround for adding the ‘ray’ into a collision filter?
** Raycasting issue is solved. Everything works great. **
- Mine/bomb creation - I have a button that when pressed lays a mine under the player’s current position and unless it collides with a bullet or an enemy/player tank, it explodes after three-seconds. The problem is when I lay a second mine before the first one explodes, the timer defaults to the most recently laid mine and the first doesn’t explode.
I am also trying to create a ‘blast-zone’ that would destroy certain objects upon collision. I tried creating a radial-sensor that would appear when the mine explodes and then check for collisions, but the problem I ran into is it would not register a collision and it just simply wasn’t working… so I’d appreciate some help to get a similar feature working.
** I’ve managed to get both features working properly. **
- Scene s /Audio - When I go to the options menu, mute the music and then return to the main menu the music restarts. Also if I go back to the main menu from the options menu I get the following error in the terminal window: "ERROR: physics.start() has not been called."
I don’t understand why it’s saying this, because I am calling physics at the beginning of both my .lua files.
** I haven’t actually worked on this much yet, but I saw Rob released a video all about reloading scenes so I should be able to work it all out on my own. **
I am not looking for someone to take over and finish the project for me, but rather someone who would be interested in taking more of an assistant/mentor type position - an experienced person that would be available to assist in the final stages of development, whether it’s writing code or just being there to give advice/clarification on something when needed.
Tyler Glass
(aka Saerothir)
EDIT: I should clarify about the RayCasting issue - RayCasting in an of itself is working just fine, it’s how my functions are setup that is causing the issue.