brunopalermo's Forum Posts

  • Instead of "play from beggining" you could use "current frame". I'm on transit so I didn't actually try it, but it's worth checking.

  • "

    >

    > I make your words mine: If one is going discussing stuff in forums, even if they think they know what they're talking about, they should learn to check the freaking facts first. You're welcome.

    >

    >

    When did I ever say that? I may have acted like a smart ass, but I never said anything like this.

    "If one is going into programming anything, even in C2, they should learn this kind of thing first"

    See? I just used your "smart ass" phrase and changed the words.

    But, whatever. I guess this thread is already too angry. We should all take a deep breath and take it down a notch (or ten notches!!)

  • This is not helpful at all.

    Very rude and totally useless.

    You wanna fight, I'd suggest another forum.

    You were very rude. You came around like you're entitled to be helped no matter how you ask, you complained about something being a bug and got angry when told it wasn't. Seriously, dude. People like me, dop2000, and , are here every day helping people out, just for the kicks. Then, you come out of nowhere with your crappy code, trying to publicly shame a Scirra developper and start a fight? Get your s*** straight, man.

  • Glad to help!

  • Hey RODInteractive!

    This page has a very detailed description on how to use and implement hexagonal grids:

    https://www.redblobgames.com/grids/hexagons/

    It's not focused on construct, but you can do everything there with it. If you need any further help with your first tries, just let us know.

    Hope this helps. Cheers!

  • it's probably worth mentioning the fast prototyping and ease of use of C2/C3, allowing for example game designers and artists to test their ideas in practice without extensive technical knowledge/coding experience.. Of course, being able to quickly try out/implement different mechanics is an invaluable tool for more experienced programmers as well.

    Yeah. I didn't mention before, but the course is, actually, about fast prototyping with Construct and is mostly targeted at artists and game designers. So, people there already know the advantages of Construct for that kind of stuff.

    Anyway, thanks for highlighting that. And thank you all for the insights.

    Cheers!

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  • brunopalermo

    Actually "Between angles 0 and 45" will include 0-44.999999999

    This is likely to allow creating several consecutive conditions:

    If Between angles 0 and 45 -> do something

    If Between angles 45 and 90 -> do something else

    So I think this is not a bug, but rather a poorly documented feature.

    Yeah, yeah... I was only talking integers, but yes, anything BELOW the second angle.

    But the point there was another. The point is that the first angle IS INCLUDED.

    And I agree, not a bug at all. As Ashley put, it was a problem caused by poorly impliemented code (based on a poorly documented event).

  • note that the FIRST angle is included.

    So, Between angles 0 and 45 WILL INCLUDE 0-44. So, no, this will NOT ALWAYS be the case.

    Check this demo: http://constructgamelab.000webhostapp.com/angles/

    You can enter min and max angles and hold mouse down to check if the current angle is "between" them. Green means it is, red means it's not.

    Here is the capx, in case you still don't believe: https://www.dropbox.com/s/wom363f8b2xa8 ... .capx?dl=0

    I make your words mine: If one is going discussing stuff in forums, even if they think they know what they're talking about, they should learn to check the freaking facts first. You're welcome.

    Cheers. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You're right, ! Missed that one.

    That said, changing the angle doesn't work either. Using 271 just makes it move for while, then it gets stuck again.

    It's hard to tell the problem. The code is a mess, there are several diferent, and contradictory, conditions to do exactly the same thing. And it doesn't even make sense to implement a "drag" movement like this. Anyway. I'll take another look and see if I crack this one.

    EDIT: Hey ! It seems you were right from the begining. I went through all between angles events and added 1 to the second angle. Now I can't reproduce the problem. Apparently the event does not include the end angle. The manual says nothing about this, but it's working, so I guess you're right!

  • Hey Braus!

    The easiest way, considering how it is implemented in this tutorial, would be to create an instance variable (text) for the Grid object called "position" and give it a value equal to the correct letter/piece for that position. So, first Grid on top row would be A, the second B, the third C, etc. Last grid is empty, so its position variable would be blank.

    Then, every time you reposition a piece (on the click event) you would call fuction similar to this one:

    EDIT: Here's a capx, so it's more clear.

    https://www.dropbox.com/s/r8rnbl1128oa9 ... .capx?dl=0

    I didn't implement the whole game, just the victory condition. Just drag all letters to the grid objects in the correct order. If you want to test, drop one letter on the last grid, which should be empty, put all others on their correct positions and then drag the last one to the right place.

  • Hi AmpedRobot!

    The problem has nothing to do with angles. Actually, they're not even being checked at that moment. It's just that, when you go backward you can actually go beyond your PlayerYBottomBoundary variable. Because of that, the condition before the angles (Y < PlayerYBottomBoundary) prevents the movement.

    That happens because when you move forward or backward you check for the boundary BEFORE moving the ship but without taking in consideration that the movement itself may take the ship over that boundary. In order to correct this you should create a cap that makes Y equal to the boundary whenever it goes beyond it or consider the distance moved when checking the boundary. Both solutions would work fine.

    That said, I would strongly recommend that you do 3 things:

    1. Review your code, because it's very dirty and very confusing and this will probably bring you more trouble in the future. Also, a lot of the stuff you're trying to do could be done in better, simpler ways.

    2. Reconsider the controls for your game. From a game design standpoint they are terrible.

    3. Be a little more friendly in these forums. People are here to help because they want to. They don't receive anything to do that, so, a little more politeness might make people more inclined to help.

    Here's a screenshot showing my position and the boundaries. Ignore the position of the buttons. I just moved them to make it easier for me to control the ship.

    Hope this helps. Cheers!

  • Still can't download it...

  • Your capx link is broken. Fix it, please.

  • If the sprite itself is irrelevant, why not using several sprites as imagepoints and make them move in an ellipsoidal path?

  • I know it's not ideal, but, could you rotate it by using an animation? That way you would just squish it normaly and play the animation.