Scirra Arcade

1,238 players / 2,314 plays

Blue Sky

Click here to refocus game
[ Close Window ]

Report Game

Report this game if it's content is inappropriate. Misuse of this feature may cause your account to be suspended.





[ Close Window ]

Game Instructions

WASD – Move
Shift – Jump
Arrows – Rotate Camera

[ Close Window ]

Embed Game

Copy + paste this code onto your website so your visitors can play this game!

On Wordpress

First download the iFrame plugin. Once installed, copy the following code onto your website:

Are you a programmer?

Don't forget, we have a Scirra Arcade JSON API for embeddable games published on this arcade!

Game Cards

Link to this game with these dynamically updating game cards!

Long Card

Wide Card

Blue Sky

Version 2.0.0.0

by calebbennetts
First published on 2nd September, 2016

In Blue Sky, you run and jump in a three-dimensional world to reach the Golden Orb.
You won’t notice a lot of differences between the previous and current versions of Blue Sky, but if you look under the hood, you’ll see the new game is completely different, reworked to make room for more complicated enemies and local multiplayer in the near future. Sadly, the sample .capx is no longer Free-Edition friendly at all, but I have big plans for this little game, and the rework will allow me to keep expanding far beyond the single demo level you see here.
WASD to move, Shift to jump, and Arrow Keys to move the camera. Enjoy!

EDIT: Blue Sky's technological sequel, Plethnor3D, is now on the Scirra Arcade!

Download the Source

Download (1.73 mb)

You can download the source .capx file for this game and see how it was made! You need to install Construct 2 to open this file.

Plays Stats

2,314 total plays

2,009 guest plays

305 Scirra member plays

Users Stats

1,238 unique players

1,022 unique guests

216 Scirra members

Last Updated

Game stats last updated 0.00052 minutes ago

Time Stats

1 day 5 hours total play time

1 minute 45 seconds average play length

Active Users

14 highest number of simultaneous players

Thursday, January 12, 2017

Total Plays Over Time

Total number of plays this game has had since it was first published.

[ Link to this chart! ]

Players Over Time

Shows how many players this game has attracted since it was first published.

[ Link to this chart! ]

Average Play Time

How long people spend playing this game

[ Link to this chart! ]

Player Locations

Where in the world people are playing this game from

[ Link to this chart! ]

Version History

History of updates to this game

Date
Update Version 2.0.0.0 24th October, 2016 About 431967.265318217 minutes ago
Update Version 2.0.0.0 23rd October, 2016 About 433349.607934883 minutes ago
Initial release Version 1.0.0.0 2nd September, 2016 About 506741.59815155 minutes ago

Comments

  • BoomyTrevor101 2,722 rep 2

    dude thats so awesome.

    dude thats so awesome.
    Posted Friday, September 02, 2016 at 7:34 AM.
  • Aryazaky 796 rep 2

    OMG! OMG! premium Construct2!!!

    Just kidding, this is AWESOME!!!

    OMG! OMG! premium Construct2!!! Just kidding, this is AWESOME!!!
    Posted Friday, September 02, 2016 at 1:06 PM.
  • Andrewz61 830 rep 2

    U can't move

    U can't move
    Posted Friday, September 02, 2016 at 1:57 PM.
  • Game Author
    calebbennetts 16.1K rep 2

    @Andrewz61: Did you use WASD? I devoted the arrow keys to camera control.

    @Andrewz61: Did you use WASD? I devoted the arrow keys to camera control.
    Posted Friday, September 02, 2016 at 10:38 PM. 2 edits (last edit Friday, September 02, 2016 at 10:38 PM).
  • Programmer3000 2,358 rep 1

    Whoa! How did you do that!!!???!!

    Whoa! How did you do that!!!???!!
    Posted Friday, September 09, 2016 at 4:38 PM.
  • Game Author
    calebbennetts 16.1K rep 3

    @Programmer3000: Download the CAPX and find out! It’s made with some paid edition features, but I’m pretty sure you can still look at the events. I’ll try to summarize it in one comment:
    Every object has x, y, and z coordinates, and the camera rotates horizontally and vertically. Based on the current camera angle, trigonometry translates the 3-D coordinates into an x,y position on the screen. The terrain sprites’ animation and frame are set based on the camera angle. Everything stacks back to front, bottom to top to put the right things in front of each other. Collision is based on position.

    @Programmer3000: Download the CAPX and find out! It’s made with some paid edition features, but I’m pretty sure you can still look at the events. I’ll try to summarize it in one comment: Every object has x, y, and z coordinates, and the camera rotates horizontally and vertically. Based on the current camera angle, trigonometry translates the 3-D coordinates into an x,y position on the screen. The terrain sprites’ animation and frame are set based on the camera angle. Everything stacks back to front, bottom to top to put the right things in front of each other. Collision is based on position.
    Posted Saturday, September 10, 2016 at 1:53 AM.
  • elciodalosto 868 rep 3

    man... this is mad! Congratulations! Well done.

    man... this is mad! Congratulations! Well done.
    Posted Thursday, January 12, 2017 at 5:40 PM.
  • Game Author
    calebbennetts 16.1K rep 1

    Thanks. I'm working on an even better version that's getting close to ready for a tech demo release. It's going to use R0j0hound's Paster plugin.

    Thanks. I'm working on an even better version that's getting close to ready for a tech demo release. It's going to use R0j0hound's Paster plugin.
    Posted Friday, January 13, 2017 at 2:01 AM.
  • KTML5 6.2K rep 1

    @calebbennetts, Now I get what you're doing with Sky Blue! It's actually all done with sprites... Though this isn't what I was hoping for, it would work fine when mixed with Mode7. Thanks for sharing! I will definitely use this method. By the way, do you know of a fast way to render each frame?

    @calebbennetts, Now I get what you're doing with Sky Blue! It's actually all done with sprites... Though this isn't what I was hoping for, it would work fine when mixed with Mode7. Thanks for sharing! I will definitely use this method. By the way, do you know of a fast way to render each frame?
    Posted Wednesday, February 01, 2017 at 3:01 PM.
  • Game Author
    calebbennetts 16.1K rep 1

    KTML5:
    With Plethnor3D, I use R0j0hound's Paster plugin to render 3-D planes. It uses the same equations from Blue Sky to project a plane's corners into 2-D space and draw it as what the plugin calls a textured quad. What's still giving me trouble is telling the program the right order for rendering planes so they overlap realistically.

    KTML5: With Plethnor3D, I use R0j0hound's Paster plugin to render 3-D planes. It uses the same equations from Blue Sky to project a plane's corners into 2-D space and draw it as what the plugin calls a textured quad. What's still giving me trouble is telling the program the right order for rendering planes so they overlap realistically.
    Posted Thursday, February 02, 2017 at 12:01 AM. 2 edits (last edit Thursday, February 02, 2017 at 12:02 AM).
  • KTML5 6.2K rep 1

    Ah, I see! So, you're still using the same logic pretty much. The difference is that with Paster, it gives a lot more room for 3D manipulation, with a restriction of detail that might be possible with pre-rendered sprites.
    I originally tried using Paster as well, but for some reason I would run into an issue of the game completely freezing whenever the rendered quads were viewed at a certain angle. Aside from that, it worked for me quite well. I just can't understand why it freezes. The math used to translate the Paster quad is perspective though, the math may be different. I'd have to check.

    Ah, I see! So, you're still using the same logic pretty much. The difference is that with Paster, it gives a lot more room for 3D manipulation, with a restriction of detail that might be possible with pre-rendered sprites. I originally tried using Paster as well, but for some reason I would run into an issue of the game completely freezing whenever the rendered quads were viewed at a certain angle. Aside from that, it worked for me quite well. I just can't understand why it freezes. The math used to translate the Paster quad is perspective though, the math may be different. I'd have to check.
    Posted Thursday, February 02, 2017 at 6:33 AM.
  • Game Author
    calebbennetts 16.1K rep 1

    KTML5:
    If you were using a perspective method, would you be willing to share the math for that with me? I haven't been able to get that working so far. But from what I do understand, the equations for perspective involve division. Maybe your math was dividing by zero at certain angles?

    KTML5: If you were using a perspective method, would you be willing to share the math for that with me? I haven't been able to get that working so far. But from what I do understand, the equations for perspective involve division. Maybe your math was dividing by zero at certain angles?
    Posted Thursday, February 02, 2017 at 11:23 PM.
  • KTML5 6.2K rep 1

    calebbennetts, holy crap, you're probably right... If it's that simple, I'm going to be mad. XD Because, I definitely do divide by zero, and it results in NAN, which probably causes an issue when setting point positions using either paster or polygon plugins. I've used both, and both achieved the same result.

    Yeah, I'll see if I still have the project on file... Well, I do, but I deleted the 3D functionality. I'm currently rewriting it all. I hadn't noticed that Paster could use Textured quads, but that allows for legit 3D models in C2 without Q3d, cool. I'll let you know when I'm done :)

    calebbennetts, holy crap, you're probably right... If it's that simple, I'm going to be mad. XD Because, I definitely do divide by zero, and it results in NAN, which probably causes an issue when setting point positions using either paster or polygon plugins. I've used both, and both achieved the same result. Yeah, I'll see if I still have the project on file... Well, I do, but I deleted the 3D functionality. I'm currently rewriting it all. I hadn't noticed that Paster could use Textured quads, but that allows for legit 3D models in C2 without Q3d, cool. I'll let you know when I'm done :)
    Posted Friday, February 10, 2017 at 3:09 PM.
  • krengdroid 184 rep 1

    ЧТО?!!! Это констракт 2??? Хмм... - What?!!! This Constuct 2??? Hmm...

    ЧТО?!!! Это констракт 2??? Хмм... - What?!!! This Constuct 2??? Hmm...
    Posted Thursday, March 16, 2017 at 4:26 PM.
  • Game Author
    calebbennetts 16.1K rep 1

    @krengdroid
    Да, констракт 2 и тригонометрия!
    Yes, Construct 2 and trigonometry!

    @krengdroid Да, констракт 2 и тригонометрия! Yes, Construct 2 and trigonometry!
    Posted Thursday, March 16, 2017 at 10:34 PM.

Leave your comment

Your opinion matters! To leave comments you'll need to register a new account or login to your exisiting account.

Your Snaps

    Trophy Shelf

    Recent Players

    • Ashley's avatar
    • newt's avatar
    • shinkan's avatar
    • R0J0hound's avatar
    • Przemek32767's avatar
    • andreyin's avatar
    • zenox98's avatar
    • Kyatric's avatar
    • C-7's avatar
    • rexrainbow's avatar
    • Joannesalfa's avatar
    • glerikud's avatar
    • Aphrodite's avatar
    • BlueSkies's avatar
    • astralWolf's avatar