gordgames's Forum Posts

  • 00Rez Great plugin, but has anyone tried using a tilemap as a blocker?

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  • Ah! Thanks for the quick reply!

  • Problem Description

    when using "set overall speed" it seems to apply only the X velocity and does not set the Y.

    Attach a Capx

    Attached!

    Description of Capx

    Sets the angle of the sprite to a random angle. Sets the custom movement angle of motion to the sprite's angle. Sets the overall speed to 20.

    Steps to Reproduce Bug

    • try to set the overall speed

    Observed Result

    Only the X is set and the sprite moves horizontally regardless of angle.

    Expected Result

    It should set both the X and Y and then move properly.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

  • I know this has been requested before, but I couldn't find any reply on it.

    I usually work in small retro tilemaps (like 8x8 or even 4x4) and have a really hard time selecting tiles in the Tilemap UI box.

    Could you please add a zoom in / out feature?

  • I'd like to know this too. But I don't think there's any way to manage save games with the built in functions.

  • I'm trying out the new shadowcasters. Is there any way to set it up so you can have multiple sources? If you add 2 it just adds more shadows.

  • Sorry about that. I edited it down to the bare mininum and re-posted the bug here:

  • Problem Description

    I am using the UserMedia to do text-to-speech to read out the game as part of an accessibility jam. It works fine for short pieces of text but when I put in a longer text to be spoken it speaks it, but never seems to release. I use the 'Is Speaking' property to do other things but that flag never gets turned off during long text. I added a red 'speaking' sprite to indicate when 'Is Speaking' is on or off. It never turns off after the first text is read.

    Attach a Capx

    Uploaded!

    Description of Capx

    Has a text object with a large amount of text and 4 text 'buttons' below. When you click on them they should use the text to speech and read out their text contents.

    Steps to Reproduce Bug

    • click one of the buttons, it reads and a red square is visible while talking.
    • click the large text box, it reads but the red square never goes away after it's finished speaking.

    Observed Result

    Notice the red sprite in the top left stays on after reading the large amount of text.

    Expected Result

    The red sprite in the top left should disappear when the text has been read.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 8.1 U1

    Construct 2 Version ID

    R168 64bit Steam

  • Problem Description

    I am using the UserMedia to do text-to-speech to read out the game as part of an accessibility jam. It works fine for short pieces of text but when I put in a longer text to be spoken it speaks it, but never seems to release. I use the 'Is Speaking' property to do other things but that flag never gets turned off during long text. I added a red 'speaking' sprite to indicate when 'Is Speaking' is on or off. It never turns off after the first text is read.

    Attach a Capx

    https://www.dropbox.com/s/2eldfx3hvtly7 ... sCopy.capx

    Description of Capx

    Reads text out. Should also rotate through options and read them out too. But instead it stays stuck on the first section.

    Steps to Reproduce Bug

    • Click or press SPACE to skip title
    • Listen to the first text.
    • Notice that it never moves the selector to other options nor reads the text. Notice the red sprite in the top left stays on.
    • Edit the CAPX and on event 32 disable the long text and enable the short text.
    • It then works as expected.

    Observed Result

    Notice that it never moves the selector to other options nor reads the text. Notice the red sprite in the top left stays on.

    Expected Result

    The red sprite in the top left should dissapear when the text has been read. The pink selector should move to the other options and be read out loud.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 8.1 U1

    Construct 2 Version ID

    R168 64bit Steam

  • I tried it out. Confirmed High Scores is working. Will try out Achievements soon.

    You can try it out here: gamejolt.com/games/arcade/type-type-evolution/22465

  • OK I think I came up with something (with a lot of help) that works and takes the player's rotation into account.

    <img src="http://gordonlittle.ca/images/Capture.PNG" border="0" />

  • To stop adding new enemies have a global variable like GameOver set to 0. When your create enemy function runs, make it so it only runs when GameOver = 0.

    Then when you actually have a game over condition, set the GameOver variable to 1 and set time to 0.

  • Hi all,

    I have a player ship with 4 armour locations, front, rear, left, right.

    I'm trying to determine the angle a bullet hits the player ship so to determine hit location (like which armour takes damage). 0 is front, 90 is right side, 180 is rear, 270 is left.

    The world angles are zero to the left, then clockwise around.

    I know the player's angle of rotation. I know the world angle the bullet comes from with respect to the player.

    I just don't know how to translate that to a hit location. Please see the image below:

    <img src="http://gordonlittle.ca/images/example.jpg" border="0" />

  • For my current project I have 4 tilemaps for a topish down zela-like view.

    1 - Background (Stuff player walks on)

    2 - Solids (Stuff player bumps into)

    3 - Foreground (Stuff player walk behind

    4 - Parallax Forground (Stuff like clouds, etc)

  • That's the expected behaviour. Every tile, regardless of what graphic is there, has a square collision box.

    I had to make 2 tilemaps one on top of the other. One was solid and contained tiles I wanted collision to occur on. The other was floor tiles to walk over.