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  • It seems the platform behavior doesn't work like this but rather moves the sprite in a triangular shape (with a smooth top).

    Are you using jump sustain? Does it still do that with no jump sustain?

    [quote:2ip2r4yn]I also noticed something a bit unnerving which might be a bug. i tried several times jumping in the exact same position and each time reached different heights, though with very small variations. is there a simple way to fix this like setting the Y velocity to 0 when landing?

    The platform behavior is framerate independent (lookup TimeDelta on the wiki), which is important to make your game run at the same speed no matter what someone's refresh rate is. This means there are small random variations in the movement, but it shouldn't be significant. How big is your sprite? It should only be noticable with small sprites.

    If it's really that important to you (although I feel a game should not be designed so specifically as to have a tiny variation crucial to the gameplay) then you can go framerate-dependent and have a fixed timedelta. That comes with all the pitfalls of framerate-dependent games though, basically for it to be fair you're going to have to turn off V-sync and have a tearing display.

  • There is actually some maths going on inside the distance() and angle() expressions, but they hide that, they're just the intuitive distance-between and angle-to calculators. So really you're using some math, but its given a nice name so it doesnt scare anyone

    For the record, distance(x1, y1, x2, y2) is sqrt((x2-x1)^2+(y2-y1)^2) and angle(x1, y1, x2, y2) is atan2(y2-y1, x2-x1) (atan2 does inside itself some more stuff than just atan too).

  • Put the hotspot to the middle left of the arm object (hit 4 on the num pad with the hot spot tool).

    Have an image point on the player where you want the arm attached (let's call it "ArmPoint").

    Always position the arm object at ArmPoint, and set its width to distance(player.x, player.y, hand.x, hand.y), and set its angle to angle(player.x, player.y, hand.x, hand.y). That should be roughly what you want, might need some tweaking of hotspots and imagepoints.

  • There's expressions in platform to get the player's vector of motion right? .VectorX and .VectorY, or .dx and .dy, or something like that. In that case angle(0, 0, dx, dy) gives you the angle of motion.

  • I did, like, write the runtime

  • I think most people who are using 3D in Construct are using some combination of 3D boxes and 3D mesh distortion. There are a few open bugs on the tracker about both though, which might be preventing more people using them. Daiz raised a good point that generally 3D stuff is harder, more mathematical, and more difficult to reason with in your head, which is why 2D is quicker and easier to use.

  • Moved to Feature Requests.

  • Davo, wheres the video of you slapping yourself?

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  • You don't even need any variables. Just add a 'Compare values' system condition to the event that fires a bullet: Bullet.Count = 0. Then you can only shoot when there are no bullets. Simple!

  • Bullets spawn at the angle of the object that spawned them. So if your object angle is always 0 degrees (right), your bullets will always spawn at 0 degrees.

    You should probably spawn the bullet at the angle of the player's motion, rather than the display angle of the sprite (which is what Sprite.Angle refers to).

  • Keep an eye on the changelogs for new builds, including all the intermediate changelogs between stable releases. All changes are mentioned there (including breaking changes where you will need to update your cap if you use a particular feature). If something is not mentioned in the changelog, it was probably not intentionally changed.

    In this case, text width was not mentioned in a changelog because it was not intentionally changed; it was unintentionally broken. There's an open bug about that which is yet to be fixed.

  • How to report bugs. Crashes are always bugs.

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Ashley

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