As previously said, if you test the bouncing ball against a single active object, and the ball bounces as expected, you then know that the logic behind the bricks is faulty.
but you should do and try what we suggest you.
I tested it several times in several different situations, but the ball doesn't bounce as expected. I already said yesteday that I saw no difference. Nothing got changed.
The breakable blocks have exactly the same logic as borders.. nothing special: (ball collides object => bounce).
Only, and only difference is that when the ball touches the block, the block gets destroyed. This event happends before the "bounce event" happens.
You may for example have a single object for the bouncing against the bricks, so that the ball bounces right, and you can have another hidden ball behind the visible one, and use it to delete the brick(s) when it collides with it.
This way the visible ball will bounce as expected, and the bricks also are destroyed as expected.
The problem is not about breaking the blocks, but about how the ball bounces. Breaking blocks works perfectly just as inteded.
The ball just turns around randomly, whether the block gets destroyed or not, whether it bounces from breakable block, the wall, or the border of the area.
FYI this object has never 'worked' as intended since I can remember.
I've been using Clickteam for almost 10 years, and I have noticed similar problems in many different situations..
You get better results from coding your own engine
Possibly, but I know nothing about real coding and I don't want to go learn it just for this little side project.
Or perhaps the collision mask is to blame?
I already tried box shaped collision and ball shaped collision, but without luck.