alastair's Forum Posts

  • TheRealDannyyy

    Strangely, the Ps4 controller and Xbone controller both work identically but the rumble is only felt when I plug a USB cord into one of them.

    Here is what your site calls my white PS4 gamepad:

    I use the controller with bluetooth, tried rumble and it says it did something but I feel nothing. Then I plug in the cable and rumble works. Input works fine either way, it's only rumble that seems to care about being connected with cable.

    My Xbone controller just gets called "Xbox 360 controller (Xinput standard gamepad)" in your app.

    I realized the reason it wasn't working in my game at all (NWJS) was because I was telling it to vibrate gamepad 0 (my PS4 controller) when I was actually using gamepad 1 (xbone controller with USB), but when I changed the code to tell it to vibrate gamepad 1 it works good with USB!

  • I don't know if rumble is working at all at the moment?

    I'm using a Xbone controller with blue tooth but no feedback at all.

    TheRealDannyyy I tried using your example in chrome and firefox, and my own game, but I can't get rumble to work.

    I can't remember if I had to install anything for my PS4 controller, I just connect it with bluetooth and it recognizes the controller fine!

  • Nice to see support for Construct 3!

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  • Construct 1 is free. Also if you're new to making games, probably don't expect to sell your first games.

  • Sweet, this feels like it's working pretty well! 😃

  • Thanks for the help everyone!

    R0J0hound thanks, that's very helpful, really appreciate the work you've done here!

    I only have a small understanding of physics, but it seemed like an interesting approach to be applying the force even when it's not in water! The only thing I'm not sure about this method is that I may have different ponds of water at varying Y positions in the level, so I'm not sure if this method would still work in this situation because it's assuming there's only 1 piece of water?

    I was still finding that boxes would bounce out of the water so one solution I did here was to slow the velocity down on the initial contact with water.

    download modified capx

  • That's an interesting idea! However, I think it may feel too much like hitting ground ground, and not liquidy?

    Perhaps with the provided example file, I need to alter the amount of force that's applied to suit the size? Since it seems that larger boxes need more force applied, and smaller ones less? Perhaps a clamp on the maximum speed is needed too so it doesn't fly out of the water.

  • I want these boxes to float on water without them going crazy!

    Download: drive.google.com/uc

    My ideal desires for the boxes:

    • Half in the water, half out
    • Not bouncing out of water like a trampoline
    • Hopefully simple solution

    Here's where I'm at:

    As you can see, some of the boxes aren't even resting at the top of the water!

    I don't require authentic 100% accurate water physics.

    Thanks so much for helping me! 😃

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  • Didn't they just add an official tween to C3?

  • Nice, that Liquidfun examples page looks great google.github.io/liquidfun

    This is my attempt at seeing how similar I could make it in C3 😂

    drive.google.com/uc

    The liquidfun is a lot nicer than mine, and has nicer performance!

  • Yeah that's sick, we'll have test to see how hungry the performance impact that kind of thing will have with the rest of the normal game stuff going on.

  • Is there a way to get water/liquid physics like that for a platformer? doesn't need to be as tiny particle, even if it's a bit chunkier/blobier?

  • If you open your project's properties (click on your project name on the right side of the screen), what does it show in the Display section?

  • It freezes on the first frame in r119 when I have this condition existing:

    If I disable/delete the condition my game will run fine.

    But I can't recreate the issue in a new project, Line of Sight runs fine when I start a new project, so I can't report this as a bug.

    My game runs perfectly fine with this condition enabled in the previous C3 release (r118).

    Anyone have any ideas?