glerikud's Recent Forum Activity

  • Great work. Why can't I find it on the Ludum Dare site? I'd love to give it a rating.

  • Kyatric

    Yes, I realized it earlier today (but still, thanks), nonetheless I didn't find any information about this in the manual, which would be useful in my humble opinion.

  • RamPackWobble Thank you for clearing that up for me. But I still believe, it should be in the manual.

  • RamPackWobble Thanks, now I see why it behaves like that.

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  • TheDom I figured out that if you set the angle with speed 0, it ignores it. I'm not sure that this is how it should work, so I filed a bug report:

  • Problem Description

    I found that the Set angle of motion action only sets the angle for the bullet behavior if the speed is greater than 0. I'm not sure that this is indeed a bug, however I found no information about this in the manual and I couldn't figure out till now what is causing this issue.

    If you set a speed first for the object with the behavior and try to change the angle of motion only after that, it works fine. I think this should either be fixed (to be able to set the angle at 0 speed) or documented to avoid confusing other developers. It also concerns the Custom Movement behavior.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/166 ... angle.capx

    Description of Capx

    In the capx there are 2 sprites with 4 instance variables each and a bullet behavior (speed set to 0). I set the start and destination point coordinates at the beginning of the layout into these variables, then I use the angle() expression to calculate the angle for the bullet behavior using the data from the variables. The "Sprite" object gets the angle first and then I set the speed to 100, which results in a movement at angle 0. However he "Sprite1" object gets the speed set first and then the angle set. This object moves in the correct angle.

    Steps to Reproduce Bug

    • Create and object with 4 instance variables (for starter and destionation coordinates) and a bullet behavior (speed set to 0).
    • In the event sheet, set the angle of motion for the bullet behavior using the angle() expression with the 4 variables.
    • In the event sheet, set the speed for the bullet behavior to a non-zero value.

    Observed Result

    The behavior ignores the angle set and starts moving in angle 0 (or -180).

    Expected Result

    The behavior should be able to set the angle of motion even at speed 0.

    Affected Browsers

    • Chromium (Opera): (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10 with latest updates

    Construct 2 Version ID

    r202.2

  • I've encountered an interesting problem I can't solve for some reason. As you can see on the image below, in this function I pick all of the instances of the "babu" object which fulfill the expression and for each of these, I set 2 coordinates from an array (the object has another 2 coordinates already stored in the kezdo_X and kezdo_Y instance variables).

    After that, I try to set the angle of motion for the bullet behavior using the angle() expression with these 4 coordinates. The problem is, that the angle will always be either 0 or -180 in the behavior (checked in debug mode). However, the coordinates gets loaded into the variables just fine, and when I write out the angle() expression's result, it displays the correct angle. Is this some problem with the behavior I don't know about? I've already tried using int() before the angle() expression, and using the custom movement behavior I get the same results.

    Any help would be appreciated. Thank you.

  • I agree, +1

  • We made our first LD jam game with C2. It's a text-based story telling game with the theme: "You are the Monster". It's currently available for Windows, OSX and Linux (with NW.js of course). After the 3 weeks rating period if it's worthy, you can expect it on the Scirra Arcade too.

    If you're interested, you can check it out on it's Ludum Dare page: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55555

    Edit: Also on Scirra Arcade: https://www.scirra.com/arcade/adventure-games/tale-of-the-descendant-2814

    Screenshots:

  • Yes, C2 will be able to handle this game of yours. The development process will be much simplier and faster than in any other engines, but still, you'll have to learn to make a game efficiently in C2. Check out the tutorials section: https://www.scirra.com/tutorials/

  • I'll also be doing it with my friends. How many C2 users will do this jam?

  • I also prefer the "event sheet per function" approach. I use seperate event sheets for controllers, animations, sounds, etc... and I put the events into groups on these sheets. In the last step, I include these sheets into a main sheet. Using speperate main sheets for the stages of your game for optimization is also a good idea

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glerikud

Member since 8 Sep, 2011

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