Zetar's Forum Posts

  • I created a New Layout by right clicking on layouts folder, went to another layout copied a Text box, then clicked on the layer in the folderlist to open it as a TAB... I got this...

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    Construct 2 Check failure

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    Check failure! This is probably a bug:

    Layout appears to be in document list but no tab matches it

    Condition: false

    File: Construct2.cpp

    Line: 885

    Function: void __cdecl CConstruct2App::CreateTabForLayout(class Layout *)

    Build: release 75 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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    Abort   Retry   Ignore   

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  • Yea, More competition!   - Yea, fair chance! Go Scirra!

  • LOL - Great hits on the game though!

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  • I will answer your first question. angle(X1, X2, Y1, Y2).   With this option you need a line to set an angle (because that angle compares with an imaginary line on the x axis.) So, X1,Y1 to X2,Y2 draws this line in memory so the computer can calculate the direction/angle compared to the x axis...   

    This works great to position a sprite facing toward another sprite or the mouse every tick of the program.   Does that make sense?

    At least that is how I make sense of it...

  • Ohh.... That explains the problems I have had aligning sprites... :) Is it a glitch?

  • Is it beneficial to post your Competition "Game in Progress" in the Arcade? AND can you upgrade it as you go?

  • Doesn't gravity take care of it? I mean like adding density or something. If not, apply Torque to the ball... It seems that should work.

  • Ashley, you are doing a GREAT JOB! Don't let our gripes get to you. With that said, these rotate layer/layout issues are making me pull what little hair I have out! LOL. One way or another I will figure this out... Or go bald...   <img src="smileys/smiley11.gif" border="0" align="middle" />

    P.S. This will be my first contest entry... And it is challenging me. I like that.

    I may have found a way to get around my particular problem...   I hope it works.

  • You can use one sprite and have many different animations for that sprite object (each with its own sprite image) set at 0 speed. Each Animation Sprite can be different sizes, and have different collision polygons. I do it all the time. The drawback (not really for me) is that you must have every variable for all the sprites in the one main sprite holding all the animations. I would set those like this:

    Road Sprite Variables: (use your own naming convention)

    road_type

    road_onoff

    switch_A   // and so on.

    When spawning the SPRITE OBJECT, you set the animation # or name for that object. On the layout screen you see only the first animation Frame/sprite, but if you set them all to different animations you get the right picture when you run it... :)

    I hope that makes sense.

  • I came up with a solution to work around my rotation issue, however once C2 gets its rotation and scrolling overhaul, I will try it again.

    I actually need that Sin/cos formula too Yann! Thanks again for coming to the rescue!

    It has been an enlightening day... I learned a LOT about rotation and scrolling today <img src="smileys/smiley1.gif" border="0" align="middle" />

  • The logic looks kind of like this in construct.. This is sloppy, sorry...

    Place Blocks in separate layer

    When movement key pressed

    ->move block Block.x - (whatever px value)

    Is Bock on screen? (Inverted) //Is Block off of screen

    ->Delete block

    ->create new block at spawn point at right of screen // using a spawn sprite, or telling it exactly where to spawn at position...

  • Well, I guess I should introduce myself formally, as I have Irritated enough people with all my noob questions already...

    My name is Matthew, I live in Southern California, and have a healthy family of a wife and 4 kids under 13... I don't get much time on the computer as I work full time and (again) have 4 Young Ones. But I have a deep passion for creating games.

    I cam across Construct back in mid 2009 and have used it off and on since then. I dinked around with it to create games for my kids to play, which they enjoyed. However I do want to develop my skills so I can create Apps for tablets and social media sites in the near future for Profit.

    I have some coding knowledge, but not much. I am very good at conceptualizing 3D and creating animations. I am OK with Blender(3D), Inkscape, GIMP, but I am still getting up to par with Construct 2.   

    I love to help people, but time is my enemy. As I get better with Construct 2, I will post more to help out.

    P.S. Thanks to Yann, Kyatric, and many others who have put up with me so far!

  • I am finding the lack of a System: Set Layer Scroll action a bit of an annoyance. Can anyone suggest a way around this? I really need help to continue working on this project.

    See my CAPX above to see what the issue is...    - Sorry for the bump, but if this is undo-able, just let me know and I will hush up.

  • The two events that check the angles are the problem. You telling the angle to change to target-360 when it reaches a certain angle. It then rushes over to that angle.   when you reach -180 it flips to +180 which is the other direction...

    To keep it within -180 and +180 you would have to have an event check curentangle within 180 & -180 then disable left angle movement or right angle movement.

    Something like that..   Dont have time to change capx right now.

  • Another way would be to make a global variable "TurnedOn".

    Startup

    -> Set "TurnedOn" to Sprite.UID //You can use an instance ID to select which one...

    Mouse.On click Sprite

    ->Set "TurnedOn" to Sprite.UID

    Every Tick

    ->Sprite Pick UID="TurnedOn"

    -->Sprite Play LightUp animation

    Then set up so any other time it plays the default animation