Zetar's Recent Forum Activity

  • 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.

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  • 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

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Zetar

Member since 19 Dec, 2009

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