linkman2004's Recent Forum Activity

  • not possible to get or set z-elevation through another plugin. however, you do have z-order options, and you can set eh z-elevation easily with a "for each letter" loop

    Actually, you can:

    object->info.pInfo->z_elevation

  • One thing to keep in mind with Construct is that 90 degrees isn't up, but rather down, and I think that's what your problem might be. So the red angle would be 150 degrees and the blue angle would be 315(although 330 is actually a better fit for your image).

  • A simpler version of Lucid's expression that does the same things would be this:

    lerp(RedAngle, BlueAngle, Health / 100)

  • Yeah. I actually wanted to create a sort of tabbed layout first, but since I found out that wasn't possible, I wanted to use a list instead, and when clicking on the list a part of the interface would appear. I wanted to do this with layers, and I planned to make layers invisible depending on what option was selected. However... That's not possible, it seems

    Were you trying to do something like this?

    List based layer toggling

  • Wow, this plugin is awesome and really simple to use. One question with the follow camera though...is there a way to offset it on the Y axis? I'd like my character to be near the bottom of the screen rather than in the center. Thanks!

    Thanks!

    By setting the offset angle to 270, the camera would be offset upwards, which should be the effect you're looking for.

  • If so, what is the correct way to see if an angle is in between a range of possible angles?

    You could use the "Angle is clockwise of..." condition in the system object. Contrary to the name, you can actually check if an angle is counterclockwise of another one as well.

    So to see if an angle is between two other angles, you could use two of these conditions, one seeing if the angle your checking is clockwise of the lower bound and the other seeing if it's counterclockwise of the upper bound. For example:

    +Angle 0 is Clockwise of 340
    +Angle 0 is Anticlockwise of 20
        -Do things[/code:3d0h4nwd]
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  • Once again, thanks for all the comments. I'm glad a lot of you find this useful.

    This is really cool, if you're okay with it I'll use it in my game

    Go right ahead, that's what it's there for.

    New version going up now!

    Advanced Camera Plugin - v0.8b

    Download Now(with example) - 149KB

    Additions/Fixes/Changes

    ADDITION - Two new conditions, "On Grid Scroll Start" and "On Grid Scroll End". The first condition triggers when the camera first starts scrolling into a new area, and the second condition triggers when the scroll into a new area ends.

    FIX - Going off the top of the screen into a new grid area jumped instantly to the new area.

    If this can be fixed, or maybe add an event that checks when the action of grid camera movement is occuring, it may help for example add an action of ignore user input at that moment and that will make it look much better.

    Unfortunately, fixing that would be out of my control, but as you can see, I added two new actions like you suggested that will tell you when a scroll to a new area starts and when it ends. The "GridScrolling" CAP shows these two actions in action.

    As usual, be sure to report all bugs and possible feature requests you have. Enjoy!

  • Unfortunately not, but you can get around that by destroying a hinged object and recreating it the way it was before

  • I see what the problem is. Your code is always changing the speed while the box is checked. This results in minor variations in speed each time it's set. If you set the speed only once -- for example, by adding a "Trigger once" condition to the bottom of the event checking the state of the checkbox, or simply setting the speed using your formula at the start of the layout -- the effect won't jump around.

    Of course, this won't help when the framerate drops, but it will at least make the speed consistent for all people as long as the game is reaching V-sync rate.

  • There's a bug where if you start a new timer in a timer trigger event the game will crash. Are you doing that anywhere?

  • No problem. Just thought I'd mention that you could also use the ball behavior instead of the bullet behavior. The ball behavior allows you to have the movement angle and display angle separate by ticking the "Rotate object" box off in the behavior properties.

  • This is a problem best solved using containers.

    Link to wiki article on containers

    If you add your asteroid sprite into a container with the dummy sprite, the asteroid will be paired with the dummy object. When it comes to destroying things, when one object in the container is destroyed -- say, the dummy object -- the asteroid object will be destroyed with it. And when it comes to creating objects, if you create a new dummy object, a new asteroid object will be created with it.

    As you can see, containers are really nifty things.

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linkman2004

Member since 15 Jan, 2008

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