brent_hamel's Recent Forum Activity

  • ok, just downloaded every dang plugin and behaviour in that list lol gotta be honest though, about 1 third of them I have NO clue what they do lol

  • I tend to agree, for example, if I'm using two different animations for a sprite's left and right movement...

    (e.g Samus' gun being on the correct arm no matter which way she faces in Zero Mission)

    ...then I shouldn't have to create a completely new variable to house the last known MovingAngle. I believe it should remain at whatever it was when it stopped moving, and then only change when the sprite starts moving again.

  • Either/or, it's mostly just my eagerness getting the better of me lol, reading the SDK information makes me want to build a visual array editor... that could also load from a txt file... hmmm...

  • Thanks for all the info guys!

    I sort of figured there wouldn't be a way to view code, again the main reason I was interested is to gain a clearer understanding of every condition/action and specifically what they're doing behind the scenes, so perhaps some simple documentation or perhaps more in depth descriptions in their respective selection windows is all that's needed.

    I understand now why scripting isn't going to be included, it is a shame there's no efficient way of including it :( the ability to create custom code is so flexible and useful.

    And any frustration I experience with Construct 2 comes from sheer excitement at the potential it's already displaying as well as the potential it will possess in the future.

  • Sorry if this is in the wrong place, I wasn't exactly sure where to post this. I remember not long ago that Ashley mentioned wanting input on smaller, more user-friendly tweaks and ideas, to aid with the usability of Construct 2. So with that in mind (these are somewhat bigger and possibly impossible to implement, I don't know...)

    1. a script editor, now I didn't know enough about python to play with this in Construct Classic, but it sure would be a useful feature in Construct 2 (don't know if this is already planned or not)

    2. a way to toggle between the visual event sheet and the actual code it's representing, I often find that the majority of my bugs are occuring within the embedding of events and not the events themselves, being able to actually see the code once in a while might help with this as it would read in a more straightforward way for geeks like me that come from a code based background. (don't know if this is even possible, would depend entirely in how Construct 2 is working behind the scenes)

    I suppose those weren't small ideas after all, but they feel important to me. Given that the actual conditions available are still somewhat limited, it would be extremely useful to have a means to simply write a script, and because the naming conventions and embedding hierarchy can be a little confusing at times, being able to toggle a "Code Mode" would be incredibly useful in understanding just what Construct 2 is referencing and doing, if a "Code Mode" is even possible to do that is...

  • I'm having the same problem, did anyone ever figure out a solution to this?

    EDIT: the same effect can be achieved in platform behaviour by setting the Vector Y to the same number as the jump strength (make sure to make it negative though so the character actually travels up) Gotta admit, some of the naming conventions can be a bit unclear as to what they mean/do for the conditions/actions. Too bad there isn't a way to turn the visual representation off and just view the actual code, it'd be neat to be able to toggle between the two... then confusion like this might not happen so much maybe

  • wound up using a different system, but thanks for help guys, and the inner workings Ashley!

  • poop

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  • maybe some pseudo code might help, I'm using Platform behaviour and this is what appears to be happening...

    IF sprite.Platform.Speed = 0 THEN

    sprite.Platform.MovingAngle = 0

    I don't have this coded in, this seems to be happening on its own...

    any ideas?

  • is there any way to maintain the moving angle of an object when it's speed is 0, as of right now the moving angle resets to 0 when the object isn't moving...

  • you could also try making a countdown timer that begins when the bullet behaviour is activated, and then deactivates the bullet behaviour when the timer reaches zero

  • Brilliant lol, thank you so much!! I knew I was missing something!!

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brent_hamel

Member since 31 Dec, 2009

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