lionz's Forum Posts

  • This post seems a bit silly, you want to disable warnings as you add more and more points? The warnings are there for a reason, don't make it draw a collision polygon with 30 points or your game is going to run like crap. The object should really have fewer than 8 points. In a 2D game having a shape with collision so complex that it requires 30 points seems bizarre.

  • Set system time scale to 0 for pausing.

  • Possibly your collision box has moved or is tiny and not representative of the click area of the sprite, check that in the image editor.

  • You're resetting the global variables but not resetting the keys in webstorage so they still exist as 1, so on your 'on start of layout' checks it sets the item global vars to 1 which sets the arrays to 1 which enables the ticks etc. If you add actions in your items > 3 reset event to also reset the webstorage values to 0 you'll see they are being cleared now.

  • To instantly zoom you adjust system 'scale' and to do it gradually I guess you add or subtract to the scale value over X seconds.

  • These were the top 3 responses I could come up with :

    Ashley didn't want to make C2 TOO efficient or competitors may get jealous.

    Assigning too many behaviours at once causes object schizophrenia.

    Holding ctrl button down takes too much time and effort.

  • newt how do I know you're not a bot? PROVE IT

  • I've been thinking about this and I can't come up with a solution, it sounds like a bit of a mess really. There is probably an easier way to achieve what you are trying to do with platform attached to platform but I can't see the game.

  • Not sure this really relates to assistance required with Construct 3...

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  • The angle is checked whenever you touch R_Control. From looking at the code, the ship is meant to move in a certain way when beyond the Y bottom boundary as seen in event 140. This works for when he uses L_Control, as seen in event 149. If you set up triggers in the events you can see it gets all the way down to 140 but then he can't move right. He mentions this in OP :

    "But to make this even simpler, because our founder appears to be really overburdened, what appears not to be working is in Line 140.

    Basically make ship go down to lower boundary and once at lower screen boundary it won't go right at the default angle of 270, even though it should."

    As I mentioned earlier the condition for 140 is never satisfied, but everything up until that point is working fine. Y < Player Y Bottom Boundary is a separate check to Y > Player Y Bottom Boundary. I agree that the controls are ridiculous though and the investigation took a while, Ashley would've been wasting time.

  • What I'm saying is that if your ship is at angle 270 it does not satisfy being between 270 and 360 therefore your event is never true.

    And the conditions seem to be right as far as the degree limitations.

    Wrong.

  • Yeah but you're posting it like it's a bug with Construct 2? You've just limited yourself with your own code mechanic, Ashley isn't going to help with this as though it is an engine bug.

  • Yeah I've seen your issue. The angle of the ship is 270, not BETWEEN 90 and 270. Not a bug. Change event 140 to 'between 90 and 271' and you'll find it is working. That's how I see it anyway.

  • The format is obj_playerGrid.ImagePointX(0) where the number in brackets is the ID of the imagepoint, 0 being the origin.

  • There's a general example in C2 if you have it https://www.dropbox.com/s/0g3pr5b3qsmrn ... .capx?dl=0

    I only use C2 but it's the same in C3.