Steven's Recent Forum Activity

  • I was on a forum in the past that had monthly competitions and they had a 'traveling trophy', so the winner of the comp would have a little trophy icon as their avatar or in their sig or whatever, and the next month it would get shifted to the new winner.

  • Is there a way to make the distance event reference a specific instance of a sprite?

    distance(Object.X, Object.Y, Cloud.X, Cloud.Y)

    Say i have 10 Clouds, but want the distance to a specific one?

  • I don't think there is a way to change the default comment colour, however, if you get it set up how you want, then just copy/paste the comments, editing the text as you go it will maintain the colour.

    Personally i find this easier too, selecting and editing the text seems so much faster and smoother than setting up a new comment, even thought there isn't much in it.

  • I have been using the start frame option a lot, highly useful feature.

    I have come across a few situations that could potentially be streamlined a bit, and they are-

    *Opening the picture editor to the frame i clicked on.

    *Opening the new frame when creating a new frame.

    Thank you for your time.

    Edit * Holding space to scroll through event sheets would be helpful too, if it wouldn't interfere with anything.

  • congratulations Arima

  • The physics was frame rate independent up until version 0.99.91, which is where we see the first introduction of this problem. So yeah, looks like this is a bug, so i will go retrieve my source forge account name and password and post this up on the bug tracker.

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  • When i was playing with Minors ragdoll example using 0.99.91 and found that changing the collisions to elliptical cause Construct to crash.

    And yes, the physics do act weird.

  • It seems like i was using a value far too large in that expression.

    I also like the new colour you gave my tank.

  • I had a look at rotateangle also, couldn't get it to work right.

    Glad you found a solution, i managed to make my system work in the mean time, so i may as well still post to mention that.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

  • http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

    Did you have a look at my example here? Is this tank thing not what you want to achieve? How is it different? Can you give a detailed example or perhaps a cap to look at?

  • You are thinking too rigidly.

    It may seem very uncompromising with a name like 'SET' angle.

    What you need to do is reference the current value.

    So always - set 'sprite.angle' to 'sprite.angle' +20 * timedelta

    So you set it to itself, plus. This works with everything to by the way, when moving on the X and Y and so on.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

    I just whipped this up. Rotating with set angle, Rotating to a limit with set angle. And the tank turret example. Made in 0.99.91

  • For a tank turret to move like that you could set it up like so-

    Set turret angle to Tank angle + modifier.

    And yeah, set angle would cover the other one.

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Steven

Member since 18 Mar, 2009

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