wrongtarget's Forum Posts

  • How do I use some of the BBcode formatting features for text announced with the new experimental runtime?(https://www.construct.net/ie/blogs/cons ... untime-908)

    Specifically:

    [quote:2oclwko3]Changing the font, including using any web font imported to the project, and changing the font size

    Adding a solid fill background color, changing the text color, and setting the text opacity

    Stroke (outline) text with a custom border color and either transparent fill or a custom color

    Offsetting the text display position, or hiding sections of text — useful for creating animated effects

    Color, bold, italics and such are easy but I couldn't find any BBCode documentation that explains the above.

    I have issues with JLH1964 tone and attitude but I don't think what he's requesting is unreasonable either.

    When a product transitions to a SAAS model, this is one of the responsibilities you would expect them to acquire.

    I work for a company that started as a small startup and grown into a widely used service and one of our biggest ordeals during that growth was building processes that would allow us to keep minimum downtime and providing prompt support when that downtime occurred. No matter what time of the week that is.

    Now, I have no idea how much money Scirra is making with C3 so there may not be there yet but is definitely something that IMO they would need to start thinking about. I agree that JLH1964 should expect to be able to use the app as expected on 99% of the weekends. Reasoning that Construct "can't adapt to his schedule" is ridiculous.

  • Hey guys,

    Does anybody knows what I'm doing wrong with these events?

    I'm trying to get construct to pick a random circle from the Circles family each time and rotate it. But it's rotating all of them each time.

  • Ok! I implemented your way in my prototype and at least I got the "pointing" working properly now. Thank you very much

    Still having problems limiting the angle in away the Aim doesn't touch the planet, because here:

    [attachment=0:2ozgqee5][/attachment:2ozgqee5]

    The angle is not the same that when she is down here:

    [attachment=1:2ozgqee5][/attachment:2ozgqee5]

    This needs some math creativity. How can I clamp the rotation of the red circle so no matter the position the player is around the planet, the circle never can rotate over the planet?

  • The pointing there works as expected Unfortunately in my game you move the character around the planet (A and D), and you don't want him to be able to move the aim towards his own planet, that's why full rotation is limited.

  • Didn't seem to make much progress by editing the image and rotate it as you suggested.

    I'm not sure what's the problem with the aim calculations. Could you elaborate on this? It's supposed to move 180 degrees around the player, like a semicircle

  • Thanks for the help spongehammer.

    It really doesn't matter what way I set in on the editor, when I play the game it will always start in a specific position.

    I don't really know what the problem is, could you or anybody take a look at my project?

    You can move the red circle with buttons Q and E or the left stick if you have a gamepad

    https://www.dropbox.com/s/3o8k47rwuugfd ... mancy.capx

  • [attachment=0:9sdpyvza][/attachment:9sdpyvza]

    Hello guys. That's a screenshot from my editor.

    The arm is a different sprite from the body. The origin of the arm is on the blue circle.

    The player can rotate that red ball around the player. I want the arm to point at the red ball always, but since the arm is pinned to the body, it rotates funny. The hand doesn't exactly point to the red ball.

    How can I both lock the arm to the body at the shoulder level AND make it rotate in a way the hand follows the red ball?

  • Ugh. So I had a condition that set that variable to 0 whenever the keyboard buttons were released. That's what was conflicting with the pad. :/ Sorry about that. This thread should probably be deleted

  • Ok so this surely has to be a bug. I added an OR condition to detect keyboard input and it does modify the variable.

    [attachment=0:pscrf2m7][/attachment:pscrf2m7]

    So to make that clear, through the gamepad it only appends text but doesn't modify the variable PlayerAngle.

    With the keyboard, it does both.

  • I know, this sound pretty straightforward but it doesn't seem to be working for me. I have this line in my event sheet:

    [attachment=0:di27uysv][/attachment:di27uysv]

    No matter what the gamepad condition is (axis change, or pressing a button) it won't add anything to the instance variable PlayerAngle.

    However, it will append or set a textbox to something else, so it IS recognizing the gamepad input. It just doesn't work with variables for some reason.

    Am I missing something?

    Thanks!

  • Sorry Frag! I posted another message before because I was misunderstanding your explanation. But gave it a go and it's working perfectly now Thanks!

  • Hey guys,

    So I'm working on a traditional point n' click adventure game. I have set up a inventory bar that the user can slide down to reveal the inventory items and I would like it to autohide when it's not being touched after a some seconds.

    For some reason, the way I have it set up now, it only waits the first time I pull it down. Every time after the first one, it just automatically hides as soon as I reveal it. This is what the event looks like right now:

    Any ideas on what I'm doing wrong?

    Thanks!

  • This comes like 2 weeks late but, thank you very much Guizmus! That made it very clear for me. Awesome.

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  • I think that's pretty much what I did!

    I'm kind of proud my logic made sense then :D But I still must be doing something wrong.

    I don't understand why you can't download the file :S Just sent it to a friend and it seems to work.

    Would you mind trying again, please?

    Here's a screenshot of my eventsheet just in case.

    i.imgur.com/BCvcmLG.png