Bullet, display angle affecting angle of motion

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Post » Tue Jul 10, 2012 6:41 am

My bullet's angle of motion is being affected by the display angle, despite the setting I chose for the display angle to NOT affect the angle of motion.





It's as if the set angle of motion action does not exist in my code. It does however work fine when I remove the "set angle", but it should be capable of doing both.alspal2012-07-10 07:26:48
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Post » Tue Jul 10, 2012 3:21 pm

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Post » Wed Jul 11, 2012 4:43 am

Thanks for the capx, here it is directly:

angle_angleofmotion.capx (r93)

Ashley said in that topic something pretty strange which makes me think this bug is meant to be an obscure nonsensical feature, since he doesn't want to have to fix his old project:

[QUOTE=Ashley]There is also one exception: the angle of motion is still set to the object angle on the first tick of the behavior. This is to preserve compatibility with existing projects like Space Blaster[/QUOTE]
I just hope I'm misinterpreting and that this will eventually be fixed.alspal2012-07-11 04:54:21
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Post » Wed Jul 11, 2012 4:02 pm

You're right that this doesn't really make sense... so I've changed it for the next build, so that it won't set the angle of motion on the first tick, only if 'set angle' is 'no'.

It's not just Space Blaster (which I have had to change to keep working the same) - it's just from experience any time we have to change existing features in any way we get a lot of support requests and new bug reports from confused people who either haven't read the release notes, or haven't understood them. They quite rightly also get annoyed that their project seems to have been broken by an update. So we really try to avoid changing existing features or keep them backwards compatible unless there's a strong case for a change. Hopefully this one will go smoothly...
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Post » Thu Jul 12, 2012 3:53 pm

Should be fixed in r99 now.
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