# Change initial direction!

New releases and general discussions.

### » Sat Dec 15, 2007 1:58 am

Why is the initial direction of everything right?? Up feels like a much better choice. I was really irritating at this in mmf too. If you where given a circle, and told to draw a line from the middle at 45* you would draw it to the right! not down! Another option is to make it customizable. that would be the best, but it would require some time to make, and i don't think it's high priority. I would prefere up. What do you think?
B
10
S
2
G
5
Posts: 746
Reputation: 3,342

### » Sat Dec 15, 2007 2:40 am

I think up is a more logical choice too, but if it were changed I'd have to edit my wiki entry
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

### » Sat Dec 15, 2007 3:50 am

i would actually prefer "up" as well simply because i visually relate "up" with "forward"
B
2
S
2
G
5
Posts: 293
Reputation: 2,236

### » Sat Dec 15, 2007 6:18 am

I'd prefer not to change it. Mathematically, 0 degrees is right. Consider that movement at 0 degrees is X + D cos(0) on the X axis and Y + D sin (0) on the Y axis. cos(0) is 1 and sin(0) is 0, meaning movement right on the X axis at an angle of 0 degrees. It is very much beneficial to keep it plainly mathematical like this: if you hack it so 0 degrees is up, the formula begin to look like cos(angle - 90), with a modification to the angle. This means you can no longer express in your events custom movement as being X + D cos(angle): you will have to also apply the hack to make it compatible with Construct's built in angles, and any modification would not be obvious to a game developer. Even worse if people can invent their own angle systems: in any given game, you simply would have no idea what an angle actually means (would 0 degrees mean up? left? down? south-south-west?). I certainly want to avoid situations where people have to invert, offset and normalise angles just to make them compatible with some other angle system, I've had to do that before for games and it's nontrivial.
Scirra Founder
B
414
S
245
G
92
Posts: 25,198
Reputation: 200,327

### » Sat Dec 15, 2007 6:38 am

if that's the case then, it sounds like it would be much less of a hassle orienting ourselves with 0 degrees pointing towards right than to reinvent mathematical formulas
B
2
S
2
G
5
Posts: 293
Reputation: 2,236

### » Sat Dec 15, 2007 6:42 am

Ok, i understand. I didn't know why it was right, but now when you put it like that it sounds pretty good. i would still prefere up i think, cuz i will probably not use X + D cos(angle) very often.
B
10
S
2
G
5
Posts: 746
Reputation: 3,342

### » Sat Dec 15, 2007 6:54 am

If it was changed at all, some plugin developer might go and use the "proper" system of 0 degrees being right, and you will still find yourself adding to angles in places to make angles compatible. IMO keeping it 0 degrees right is the best way of ensuring things like Sprite angles, the Angle expression, angles of motion etc. all work the same way. Being able to set angle of motion to Sprite.Angle is a lot nicer than ((Sprite.Angle*-1+270)%360).
Scirra Founder
B
414
S
245
G
92
Posts: 25,198
Reputation: 200,327

### » Sat Dec 15, 2007 7:38 am

Okay then I guess I'll change my vote.

It should be left.
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

### » Sat Dec 15, 2007 11:28 am

[quote="deadeye":18dyb9rx]Okay then I guess I'll change my vote.

It should be left.[/quote:18dyb9rx]

[size=200:18dyb9rx][color=orange:18dyb9rx]?[/color:18dyb9rx][/size:18dyb9rx]
wanna elaborate?
B
2
S
2
G
5
Posts: 293
Reputation: 2,236

### » Sat Dec 15, 2007 9:34 pm

[quote="vinny":32h5e36m][quote="deadeye":32h5e36m]Okay then I guess I'll change my vote.

It should be left.[/quote:32h5e36m]

[size=200:32h5e36m][color=orange:32h5e36m]?[/color:32h5e36m][/size:32h5e36m]
wanna elaborate? [/quote:32h5e36m]

It was just a joke
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Next