tulamide's Recent Forum Activity

  • True, but once it gets to 90 degrees it should line back up, shouldn't it?

    Yes, matrix rotation in 90 degree steps will work perfectly.

    (as well as 180, 270, 360, etc.)

  • > You do that, DM613.

    >

    > Anyway, Ashley put this up, does this do what you want?

    Yeah I contacted Ashley earlier and he made that for us :) works great. Got it working with 1-4x zoom in windowed & fullscreen.

    That's odd, because I presented you the very same solution a few times, some weeks/months ago, where you said it would not work ;)

  • First of all, nice avatar. Serj Tankian and System of a down are fascinating <img src="smileys/smiley4.gif" border="0" align="middle" />

    To your problem:

    Set the angle of your bullet sprites/instances to where they should head to when creating/spawning them. Preferably just to the same angle than your player sprite.

    ->Spawn bullet

    ->bullet: Set angle to player.angle

  • > Btw I think "S" has a built in function to rotate its arrays as well.

    I thought something did, but I couldn't remember what. I think it was S.

    Again, I'm sorry, but this is not quite right. The function indeed is called rotate array, but it shifts a 1-dimensional array to the right or to the left (aka the equivalent to moving, not angular rotation), so

    ABCD

    rotated by 1 gets

    DABC

    or rotated by -1 gets

    BCDA

    Also, when using any free rotional functions, wether from 's' or just sin/cos, you can't make sure you will always keep all values on the grid (because of the rounding, that needs to be applied), leading to overwriting or doubling values.

  • EDIT: Also when reporting a post, on validation of my reason message I get this error:

    Error
    The email failed to send. Please contact the Forum Administrator with the error message below.
    
    Server Error Message:-
    
    The server rejected one or more recipient addresses. The server response was: 550 No such user here
    
    

    And I don't think the post is being reported.

    I confirm this. Just wanted to report a spam post. Got the same message.

  • I'm sorry, but this is not correct. Apart from the 1-based index issue, that code would mirror vertically on the horizontal axis. But Tokinsom wants to rotate in 90 degree steps.

    Here is an example. Click on the sprites to color them then use the buttons to rotate clockwise or counterclockwise. Of course, you would need to integrate offsets if you want to rotate only a part of the array.

    Feel free to ask, if it troubles you.

    http://www.mediafire.com/file/mz0cv4sm5x7bt5j/rotatingarray.cap

    EDIT: Ups, there was an redundant event, causing the array to be calculated two times. New link.

  • Ah, yes, that is disturbing as long as you are not used to it.

  • if your layer is set to transparent, it makes no sense to set the background color. Toggling transparent enables/disables setting the background color.

  • It's not the LOS behavior but an error you made in the cap. You will get a more detailed answer and the corrected cap soon

  • Getting angles between objects is part of the system object.

    You should familiarize yourself with the most important ACEs using the wiki: Construct Wiki

    The expression is called "Angle between points", or Angle(x1, y1, x2, y2)

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  • Ah, now I see what you are aiming for. There is a simpler way to achieve this.

    In the LOS behavior, set Obstacles to "Custom"

    In the event sheet, whereever needed, use the behaviors actions "Clear obstacles" and "Add obstacle" to build your own list of objects to be treated as obstacles.

    Download: http://www.mediafire.com/file/f1rq4dgb9g64p7g/LOScustom.cap

  • I would prefer people would create a simpler example cap, where only the issue is focused. It's hard to go through a complete project, install dozens of plugs, etc., just to care about one issue...

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tulamide

Member since 11 Sep, 2009

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