Animmaniac's Forum Posts

  • The moving angle is calculated as the angle between the position of the object last tick, and the position of the object now. So if the object is not moving, the positions are the same. So what is the angle between two identical points? It just returns 0 in that case.

    You could work around it by storing the angle of motion in an instance variable - if you only set it in an event when the speed is not 0, then you have a variable which is the "last moving angle" which sounds like what you want.I think this behavior is counter-intuitive for an expression supposed to return the angle of motion. Returning 0 when not moving means that the object angle of motion is pointing to the right, which isn't true.

    Logically it should return "null" when the object is not moving, since there's not an angle of motion when you're not moving. However this wouldn't work for C2 system since it would broke other expressions. So I think returning the last moving angle makes more sense.

    At least for every case I can image that this expression would be useful I would need to implement the work around to get the desired behavior, so I think this should be by default.

  • R0J0hound recently released the Canvas Plugin, if you are good at math you can try to make some 3D by drawing polygons with it, don't know how fast it would be though.

  • Paths have functions, line to, and arc to do those.

    I know paths can do it, but they need extra actions to draw things. I mean something more like the quick actions inside the "Canvas" category like "Draw Box", "Draw Line" and "Draw Point". At least I think they are supposed to be quick actions since they are somewhat redundant with Path's actions.

    Rectangles and circles are probably the most used forms, so I think will be pretty handy to have a "Draw Circle" in a single action.

    And since the "Draw Line" is already there, adding a "Line Thickness" param would just make it more complete.

  • Awesome!!

    This will be very useful!

    Endless possibilities...

    Is it possible to add a "line width" parameter to the "Draw line" action?

    And maybe an automated "Draw circle" with position and radius parameters?

  • I confirm the bug, Nvidia card here:

    Windows 7 32 bit - GeForce 9400 GT

    If I add anything to the global variable description it doesn't crash, and it then shows on the event sheet at far right.

  • It's a useful plugin, but currently it miss some important functionalities.

    Currently the image is loading in an unexpected position. In the layout editor the object has a centered hotspot, but in runtime the image has a top-left hotspot staying offset by half width and half height. It would be nice if you could choose the hotspot position in the properties panel like the Tiledbackground object, at least for the most relevant positions like top-left and center.

    It would also be handy to have an "on image loaded" condition to trigger events when the image finished downloading and is displaying. And a "get image url" expression would also be very handy.

    I suggest you to add a "set width" and "set weight" action, as well as a "get image width" and "get image weight" expressions to be able to proper control how an image is displayed. It would also be extremely important to have a "set position" action, as well as a "get X position" and "get Y position" expressions. It also misses basic actions for any visual plugin like "set opacity", "set visibility", and Z ordering actions.

    Now I'm thinking that maybe it would be easier to mod a Tiledbackground plugin and add the load image from url functionality since all the other stuff are already in there.

    I'm really interested in this plugin, hope you can make it more complete.

  • C2 r65; Windows 7 32 bit; FireFox 7.01; GeForce 9400 GT

    Core 2 Duo E8400 3.00 GHz; 3,00 GB RAM

    When a TiledBackground's hotspot is set to Center, it's graphics offset from the layout-editor position during preview. I tested it with physics and it seems the collision polygon is placed correctly, but the graphics stay misaligned.

    Capx:

    http://dl.dropbox.com/u/7871870/construct/c2-bug-test-04.capx

    Description:

    • The gray rectangles at the left are set to Top-left hotspot, and the ones at the right to Center hotspot.
    • The top gray rectangles have an angle of 0?, and the bottom 225?.
    • The semi-transparent blue rectangles marks where the gray rectangles should be.

    Apparently the positioning calc is wrong. It aligns at an angle of 0? but do not at other angles.

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  • You should update to r65, some stuff have been fixed in this aspect since this version.

    Might be worth a test.

    Ah, sorry. I copy pasted from another bug report an forgot to update the C2 version. I'm already using r65. I edited the first post.

  • C2 r65; Windows 7 32 bit; FireFox 7.01; GeForce 9400 GT

    Core 2 Duo E8400 3.00 GHz; 3,00 GB RAM

    Sprite is not proper mirrored when a layout is restarted.

    Capx:

    http://dl.dropbox.com/u/7871870/construct/c2-bug-test-03.capx

    Instructions:

    1

    -press left and right to change the sprite angle

    Result: sprite mirror as expected

    2

    -press space to restart the layout

    -press left and right again to see the bug

    Result: sprite mirror but also rotates 180? around hotspot when facing left.

  • I realized that most of my necessity for families in my entry for the competition could also be solved with this proposal.

    If you think about it, this...

    <img src="http://dl.dropbox.com/u/1378330/multiconditionEvents.png" border="0" />

    ...is the equivalent of this...

    <img src="http://dl.dropbox.com/u/7871870/construct/multi-conditions-01.png" border="0" />

    ...but more readable, and quicker, and easier to manage.

    When you have lots of these duplicate events (like in my entry), this can certainly make a big difference when managing them.

  • It's from the same user who submitted "Venusians Incident" to the competition, which has the same pretty graphics. Despite the strange gameplay, it was one of my favorites of the compo.

    This one have a more traditional gameplay and looks really nice, pity it's too short for now.

  • Nice example. But the idea is to make his movement as "Mario Style" as possible. So the movement "damping" must be high. I don't know what other paramaters to tweak though.

    Just make an event to apply an opposite force whenever the move keys are not pressed. If you apply the whole opposite force it will stop instantly, if you want a smooth damping multiply it by a float between 0 and 1 before applying.

    Anyway. It seems clear to me that there are a couple of features missing to make a fully-featured Mario/Sonic style platformer:

    - Families (duh!)

    - Using events to selectively choose what a certain physics object can collide with or pass through...

    You mean a (physics based) platformer, and that's not totally true.

    Families is obviously an extremely useful feature for any game, but it's certainly possible to make things work without it, it's just more labor intensive.

    In the same way it's possible to make a "loop gate". It would be really handy to have an action to activate and deactivate physics from an object through events, or even have selective collisions, but for now you can make an event to set the physics to "immovable" and move the "gate object" to another position. You can then place an identical object below the "gate" so nobody will perceive any visual difference.

    Again, it's already doable, although it would be really nice to have some features to better support it.

  • I like a lot "We Three Cosmonauts". It's very polished, pretty and have an interesting gameplay. With some more interactions like maybe exploring the planet resources to than build ship parts, and maybe some other things it can get really entertaining.

  • Here is a half sonic loop example:

    Loop Example

    The ideal would be to create an angle detection algorithm that doesn't depend on the angle of the objects but just it's collision polygon, so the player can interact with other physics objects too.

  • My example doesn't do that, but it's possible to implement it.

    You can change the box angle according to the angle of the ground and you will have it. The tricky part is detect the angle, but is totally doable.

    Edit: I updated my example with a simple angle detection, but currently only works for ground.