Zetar's Forum Posts

  • I will provide Example in a few here: RotateFile CAPX

  • I am working on a Rotatable, puzzle hovercraft, cool blinking thingy game... Yea... You know you want to play it...

  • Is this one of those {Slap Forehead} moments?

    <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Weishaupt> As for the question if other found scrolling problems, I ran into one yesterday when using scroll to object and rotate layer, but it had to do with the scrolling affecting the layer angle... Link if interested:

    http://www.scirra.com/forum/rotate-angle-and-scroll-revisit_topic48032.html

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  • 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.

  • Ok, So I want to enter the competition. I started working on a rotate layer project, and found the issues that have been discussed here. I also downloaded Kyatric's "dirty fix", but I am still trying to get a grasp of what is actually happening so I can adapt a similar strategy to my project...

    Here is what is happening with me. I have Scroll To Object as a behavior on my player sprite. The Layer to be rotated has Sprites with {stay in place} physic behavior. The player sprite triggers rotate layer 60 deg. Everything on that layer rotates fine (all sprites maintain the 'solid' physic behavior at the correct angle and position of the rotated layer angle ect...) But as soon as I start moving, (because scroll behavior is active) the rotated layer moves at the wrong angle in comparison to the Player sprite (at a 60 deg angle to whichever direction I move). I need the rotated layer to stay put so it scrolls correctly in comparison to the bottom layer.

    When I remove the Scroll to Behavior and repeat the action, Only the IMAGES rotate, but the behaviors stay where they were... So it is like there is a physics mask at the position where the image was.

    It looks to me like the rotate angle works "better" when scroll to is active, however the math in the angles of the "scroll to" behavior for additional layers is screwed up.

    Because the physics move with the rotated items while "Scroll to" is active, I BELIEVE all I need is ?a formula to make the layer scroll with my sprite? Am I right? or is this more difficult than I realize? (And can someone help me figure this out.)

    Whew... My brain hurts...

  • Oh....   {slapping hand across forehead}....   Thanks QuaziGNRLnose...    <img src="smileys/smiley9.gif" border="0" align="middle" />

  • How do you write the formula to get an angle using a line from self.x, self.y TO sprite.x, sprite.y...

    I thought I had it...   But no....

    I want a sprite to rotate towards a variable (angle) which is calculated as above... Rotate towards angle or position wont work for the way I am doing the rotation...

    Yann, this is probably up your ally...

    Thanks in advance!

  • Thanks for the refresher. I needed to re-read how that works. Makes sense now <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Thanks Kyatric! That fixed the problem. (P.S. Sorry about making you build that thing. I posted the capx, but was to late... YOUR FAST!)

    Is that a Group Glitch? Or is it a issue with Animation finished... OR, did I need a Trigger once for the animation finished... (Just thinking out loud now..)

  • Oops, the problem, I guess you might want to know that...

    It runs the Open animation (not set to loop) then sits there. If I put the On animation finished as a sub event of Play animation, it repetitively opens...   Strange...

  • I cant get the Animation finished to work... What am I doing wrong...

    Global Set a_Mode=0

    Group OPENBAY

    --System Trigger once

    System a_Mode = 0    

    ----Sprite set animation to "Open"

    ----Sprite start animation from beginning

    --Sprite On Animation "Open" Finished

    ----System Set a_Mode to 1

    Group CLOSEBAY

    --System Trigger once

    System a_Mode = 1    

    ----Sprite set animation to "Close"

    ----Sprite start animation from beginning

    --Sprite On Animation "Close" Finished

    ----System Set a_Mode to 2

    Here is the example:

    Capx file

  • YEA r74 now has RGB(r,g,b)    YEA!!!!!!!!!!!!!

  • I used the color filter a lot in Classic. Are we planning to add this to C2 soon? Or For this thread, How to I apply a color filter to a grey-scale image?

    2ndly, where are the x,y coordinates in the sprite/background edit/load/save screen? I really needed those today for object point positioning... Is that something that can be added in next build?

  • You say is much better than I, Yann <img src="smileys/smiley42.gif" border="0" align="middle" /> I created a sort of Life simulator with multiple creatures as one sprite in Classic. (Attackers, grazers, ect...) I just added the extra lines of variables for all creatures, which weren't used in some creatures. I was able to get around the animations. (I never finished that project though <img src="smileys/smiley6.gif" border="0" align="middle" /> It is nice to have instance IDs now!!!!