keepee's Forum Posts

  • By scripting do you mean you disabled all of the events?

    You can check that it is in fact running in webgl by setting text in a text object to "renderer" without speech marks.

    I'm using 9 layers at the moment and it's running solid 55-60fps.. but then again my layout is smaller than that.

    only other thing I can think of is check your sprite sizes.. :\</p>

  • If you're confused about the distance expression..

    another way of doing it is:

    sqrt(sprite.Physics.VelocityX^2)+(sprite.physics.VelocityY^2)

    because it's basically that.. maths thing.. you know.. working out the long side of a triangle and sh*t. yeah.

    I don't think most people would have thought about using the distance expression... but hey it all works.

  • also if you change the name of the layer, it doesn't update it in the expression.. so remember to rename it wherever you referenced it too.

  • change

    set angle toward(mouse.x,mouse.y)"

    to

    set angle toward(mouse.x("layer 0"),mouse.y("layer 0"))

    Adding the ("layername") only works with the mouse though, so you can't have object.x("layername") unfortunately.

  • No, I mean re-upload it without the plug in, so others can open your capx.

    Look:

    <img src="http://dl.dropbox.com/u/53374990/error.png" border="0" />

  • it might be a good idea to re-upload without the "randomplus" plugin. Those that don't have it installed can't open the file.

  • I had actually tried doing this but assumed it wasn't right because what i was trying to achieve didn't work.. I brushed it aside and made the problem more complex in my head .. (but your reply made me revisit it and I found out just now it didn't work because of how i'd set up other events and vars)

    ..(also because i'm a dumbass)

    thanks guys :)

  • Okay I'm aware there's been quite a few questions relating to angles and rotation recently, but I did a search and couldn't find anything regarding this specifically...

    <img src="http://dl.dropbox.com/u/53374990/angle%20problem.png" border="0" />

    As you probably already know, using the "angle" expression... [angle(x1, y1, x2, y2)] returns an angle based on the circle on the left.. (if x1,y1 was in the centre of the circle)

    But my question is how would you go about rotating this? along with the 180 to -180 cut off point?

    So if I wanted it to rotate 90 degrees for example, it would give the values shown in the second Circle.

    Thanks in advance!

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  • I'm 22.. Been interested in games design ever since Doom.

    Older friends introduced me to The games factory (mmf) when I was around 18, Loved it.. I enjoy creating the art and and music too.

    Although I *never* finish anything.. -hopefully that changes this year :)

  • just showing off some sinus and cosinus to scare our dear n00bs.

    I knew it! hah.

  • Woo I actually came here to say I solved it, (although it accelerates smooth and then stops abruptly)

    But I guess I can have both types of movement :D

    Thanks guys! Yanns events worked.. although kyat had something very similar.

    Now I need to get my head around exactly what I just input here..

    thanks again.

  • Sorry, I edited the original post to be a bit clearer...

    Did you see the comment in the events? I know this is what is causing it.

    When I said "in the confines of 180 to -180", i just meant the value of the target..

    The problem is I want it to be able to go *past* the 180-180 threshold, instead of spinning all the way around, or simply stopping rotation.

  • Yann: What was the benefit of not using the "apply force at angle" action?

  • In construct classic there was an action for this, so it's possible.. just has not been added.

  • Hi!

    http://dl.dropbox.com/u/53374990/Rotarything.capx

    *Edit* cap no longer rotates due to changes in r75. Recreating the "rotate layer.." events fixes it.

    So holding down Q or E (or the numpad buttons) changes the layout angle target.. and the actual layout then follows it.. (These variables are GravTarget and GravCurrent)

    This works fine if you allow the target angle to go above 180, but for other reasons, I need the angle to stay in the confines of 180 to -180

    *but* when the target passes over the +180 to -180 threshold at the very top, the actual angle spins back, and takes the long way around... instead of over the threshold..

    Am I stupid? I feel like this should have a simple solution but I just can't think

    Thanks in advance!