newt's Forum Posts

  • Viewport is the operative word here. The way it is now rotate layer, and rotate layout are actually a rotation of the view, not the layer/ layout.

    Think of it as the camera, scrollto is telling the camera to focus on the character, and the arrow keys tell the camera to rotate.

    The work around(... well not really a work work around, this is just how it works), is to manually set the scroll.x, and scroll.y in events, and not use the scrollto behavior.

  • irc://irc.esper.net:5555/construct

    Works for chatzilla.

  • Yeah a couple of frames is all you really need. This expression, that look etc.

    Also, really, really missing containers here.

    Even some plug that matched objects at runtime would be acceptable.

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  • Was just looking at some of the html5 attributes, and was wondering would it be possible to use a texture in paths?

    Also any thoughts on adding the shadow attributes?

  • Same here new pc 64 bit windows 7.

  • S&!+ happens don't worry about it. It was after all, a learning experience.

  • That's fine here, just have to reverse things. I am surprised noone else has noticed this, with the compo going on. heh

  • Well if you do intend on trying to implement collisions for different angles on different layers, wouldn't that mean you would have to go clockwise?

    I'm somewhat skeptical as to if that's actually feasible, what with all the extra calculations, etc, then again I have n idea how well you've optimized things already.

    I guess one thing to think about is if there should be a view angle like you described if you do get collisions for different angles.

    Seems that might be a bit confusing.

  • Not 100% sure, but shouldn't layers, and layout angles go clockwise rather than counter clockwise when adding to the angle?

    layeranglebug?

  • Time scale is dependent on delta time, so you have to use dt when creating movements.

    Note: behaviors should already have dt applied.

    If time scale is not working for a behavior then it is probably a bug.

  • "Friends tired of not understanding almost all of the tutorials in English used this method to ask someone or even knowledgeable of the subject or teacher who knows about this amazing program Construct 2, I need to learn upside down and right. if anyone is interested it would be fantastic and we talked about maybe learning how to share monitors to go live by the steps.

    Since I'm developing a game and I'm stuck. But above all I would like to know how much it would cost for the short course?.

    Thanks from now

    regards

    Tavitooo"

  • This is something I'd been trying to get to work, so this is very helpful. What would you need to do to let the player control rotation? I'm thinking of using this method for a targeting cursor that rotates around the main character when the player aims.

    Something like:

    sprite set position to player.x +cos(angle(player.x,player.y,mouse.x,mouse.y))*dist

    player.y +sin(angle(player.x,playr.y,mouse.x,mouse.y))*dist

  • So short answer is yes, long answer is, it depends on your technical ability.

    That is to say, if you understand the ai mechanics going in, then the biggest hurdle will be wrapping your head around how C2 works, which is actually a very small learning curve compared to existing engines out there.

  • What if you put cat.variable("color")= "black" as the first part of the event, rather than on keyboard space pressed?

    Think of it as a trigger.

    Then put the keyboard as a sub-event.

  • Yeah, unlike video all of those frames stay in the canvas after the frame is ran.

    Basically its like a thousand sprites all sitting in one place.