boolean's Forum Posts

  • Really cool.

    Is this a relatively new thing some engines do, or is this one of those tricks that goes back to the early days of video games (given the extreme number of platformers back in the day)?

    I should probably start reading up on sin/cos/tan in video games. I found this thread from the contruct classic forums if anyone is interested.

  • Ah I see. It's interesting that engines differ on how to handle this - One would think that the maths is the maths and everyone would follow it the same. Very interesting.

    Thanks newt!

  • First off, I'm not much of a game developer so this question is probably in the realm of "How do I facebook my google books".

    I noticed that if I have a bullet fire at an angle of 90 degrees, instead of the bullet going straight up it actually goes straight down. 0 still goes right and 180 still goes left, but 135 goes to the bottom left instead of the top left. It seems the angle of degrees has been flipped upside down.

    Is there a reason for this? Is it something specific to video games? <img src="smileys/smiley9.gif" border="0" align="middle" />

  • This quick little workaround by dafoundah might be worth a try. I've not attempted it myself, but in theory it makes sense.

  • Any suggestion for these situation?

    So what I did to get around the error was I made a small change to the runtime.js. On line 161 I changed:

         

    inst.instance_vars = save_obj["inst_vars"].slice();

    to

    while(inst.instance_vars.length > save_obj["inst_vars"].length)

       save_obj["inst_vars"].push(0)

    inst.instance_vars = save_obj["inst_vars"].slice();

    It means if you have any instance variables set through the IDE (that spritebank does not know about) they will be reset to 0, but it at least lets you load the spritebank so you can resave the json.

    I guess this doesn't solve the problem posed by you if you are updating instance variables through the IDE. That I'm not sure of, I think I need to learn more about how plugins work <img src="smileys/smiley1.gif" border="0" align="middle" />

  • What is happening is that you are calling a pick on the object before C2 has hit a top level event. Where as before R110 the function would have run inside the scope of the object creation and been considered a sub-event, a bug fix (as I just found out myself) in R110 means the functions need to repick the object they are working with.

    <img src="http://dl.dropbox.com/u/5426011/fixed/Creation_picking.GIF" border="0">

    (from a post by r0j0hound)

    Where as previously this would have been running like another action in line 2, it's now more or less running as a new event like it was on line 5.

    To get around this you have to hit a top level event first. In this case you do something like:

    <img src="http://i.imgur.com/39I50.png" border="0">

  • Thanks Kyatric.

    I read the release notes but I think I misunderstood that to mean it was picking objects outside the scope of the calling function (seeing as how I thought the bug it fixed was how it was actually supposed to work). No worries, I'll pass the UID in and repick the object.

    Thanks mate.

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  • I was using the function plugin from rex until upgrading to R111 from R108.2, after which I noticed a few bugs appearing. As an experiment I switched over to the official function plugin but noticed the same behaviour.

    The issue seems to be that if I select a sprite and then, in that context, perform an action on it, the code inside the function loses context. Previously this was working fine, but now breaks in both the plugin by rex and the official plugin.

    For example, in this code the score only registers as 50 (the first box in the layout), despite there being a second box I am clicking on with a score of 100.

    <img src="http://i.imgur.com/HNJ5P.png" border="0">

    Sample Capx

    What I'm curious about is, should I indeed have the scope of the calling event? Or is the function separate from the context of where it is called? Is this something that changed post R108.2?

    Cheers!

  • Arg I know what it is - The crawled quick-link by Google is pointing to page 183. Try searching for 'construct 2 forum' and seeing what link appears for the 'Construct 2 general' board. All the other links point to the first page.

  • I replied to two questions (post 1, post 2) on the general board today that seemed a little strange, asking about features that I was sure was in the new versions. Turns out both threads were posted close to a year ago, yet were on page 1 in the forums.

    I did notice that both threads appeared to be from the same user, VampyricalCurse, so maybe something happend with his account? If there a way to delete posts, maybe someone replied to both threads then deleted the post?

    Has anyone else ever had this issue?

  • I updated this and the other post - I'm not sure why but I'm seeing old threads on page 1. Both seem to be from VampyricalCurse, so not sure is something happened with his account.

  • what the...the post date says 2011. Why was it on the first page? 0_o

    edit - I just noticed I responded to another thread that is from February. Where are all these old posts coming from?

  • Maybe I'm just missing something here, but can't you just use the eraser tool?

    edit - This post appears to be from February. I'm not sure why I'm seeing old posts on the front page.

  • What if you used the "Overlap at Offset" condition? You could say if player is overlapping the collision object at Y:+1.

    "The 'offset' variant will test for an overlap at an offset from the first object. For example, testing for an overlap at an offset of (100, 0) will temporarily move the object to the right 100 pixels, test for the overlap, then move it back again."

  • well ok then...

    <img src="http://i.imgur.com/X53BT.jpg" border="0" />