Physics movement and collision suggestion

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  • Hello again, I'm sure this has been mentioned before but since there's a nice forum here for all this i figured why not.

    It would be great if the physics behaviour's velocity/force/etc was in pixels per second. I know right now they're pretty similar speeds (eg: 200 velocity is almost 200 pixels per second) but it would be nice if it was spot on. Dunno how feasible it is but i like the idea, then again there's no huge rush to put it in.

    Another thing that would ROCK which I know has been mentioned is toggling a physics object's collisions, being able to turn them on and off and choosing which objects could collide with which at runtime would pretty much complete the physics object for me

    Anyways, love the program, keep up the awesome effort guys!

  • Also specifically, please make it possible so objects won't collide with other instances of the same object. That would be GREAT for stuff like debris. Physics doesn't actually seem to use much processing power except when lots of stuff is piled on top of each other, so this way would enable lots of stuff all over the screen without a big performance hit.

  • Good ideas. However, if the units are changed to pixels per second like everything else, which would be nice for consistency, all existing physics based apps would change and need their values changed. Are you happy for this to happen?

  • Well, Construct is in beta, so "let the buyer beware" so to speak. And if it's ever going to be changed now's the time.

    On one hand I haven't really needed or cared about any such consistency in speed in any of my stuff yet, but on the other I can see how it would be a useful, and logical change.

    Obviously I can't let apathy rule over logic, so if we're voting, I vote for changing it.

  • Good ideas. However, if the units are changed to pixels per second like everything else, which would be nice for consistency, all existing physics based apps would change and need their values changed. Are you happy for this to happen?

    Yes, it's MUCH MORE consistent.

  • If only you had the option of "toggling" between the two options, but that would most likely be lots of work.

  • If only you had the option of "toggling" between the two options, but that would most likely be lots of work.

    I'm not sure there would be any need for that. The only reason to do it really would just be to support backwards compatibility with older projects, of which there are probably few (if any) serious ones that rely on the physics behavior as it now stands. Sure, a couple people might have to change the numbers in their .caps but the benefit going forward from here is worth the sacrifice of their rather minor inconvenience. The good of the many outweighs the good of the few.

    Or the one.

    <img src="http://i35.tinypic.com/2m5fkif.jpg">

  • I've added collision detection for the next build - physics collisions also trigger 'On collision'. I'll see about the other features.

  • I've added collision detection for the next build - physics collisions also trigger 'On collision'. I'll see about the other features.

    You are awesome.

  • Thanks Ash you're a legend

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  • Another thing that would ROCK which I know has been mentioned is toggling a physics object's collisions, being able to turn them on and off and choosing which objects could collide with which at runtime would pretty much complete the physics object for me

    This is also added now: you can use a 'Disable collisions' action with Physics in the next build, eg. Disable collisions with 'Debris' sprite and it wont collide with it.

  • This is also added now: you can use a 'Disable collisions' action with Physics in the next build, eg. Disable collisions with 'Debris' sprite and it wont collide with it.

    Awesome! I'll be able to make proper rag-dolls once you release the new version.

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