AnD4D's Forum Posts

  • Is there a new way of doing a timer? I seem to remember seeing a plugin for it. Is the plugin better than the manual method?

  • Sorry, bringing this back to life, but milliseconds doesn't appear to be working for me. If I slow the time down, I can see that the milliseconds actually appears to loop 2-3 times before the seconds tick.

    Milliseconds = timer-floor(timer)

    right("00"&minutes,2)&" : "&right("00"&seconds,2)&" : "&right("00"&Milliseconds,2)

    What am I missing? :(

  • MMF2 doesn't have a very good box2d integration, but it has a bounce movement which I am using as an example. I just tried it out and was able to get close to what I want, but ideally I really want box2d... you're probably right that it needs polygon collision.

    Maybe there's not a program out there that will do what I want it to do... which really is a shame. If I could combine C2 and MMF2... *SNIFF*... I would be so happy <img src="smileys/smiley1.gif" border="0" align="middle" />

    Sprite based... multiple tiles. I've tried that before, but I really struggled to get a perfect line up of all the different tiles.

    You know what...? Challenge accepted! I'm going to try to build exactly the same game using both MMF2 and C2, and document the whole progress! Let's see which is best!

  • Hi Arima,

    I really want per pixel collision because I like the way I can just create the sprite in photoshop, put it into the program, and then have it automatically be perfect, especially with the box2d physics.

    For example... if I put the following object down:

    http://dl.dropbox.com/u/50465867/Maze/Maze.png

    and I use the left and right arrow keys to rotate it. Now, if I want to have a ball with physics move around the level... how exactly do I do this in C2? I can do this in MMF2, but it's a real pain seeing as Box2d isn't seamlessly integrated. It would take around 5-10 minutes.

    If I had per pixel in C2, it would take seconds (Like I said, I love the editor).

    This is just a short example. What if I wanted to have the maze massive, and a lot more complicated, with multiple animations?

    Hope I made sense. If there is a way to do this, then I'm happy. I really really want per-pixel, but understand it's hard with HTML.

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  • I recently came to the conclusion that Construct 2 in its current state didn't have the capabilities that I needed, and so I bit the bullet and bought Multimedia Fusion 2.

    Now I'm completely disillusioned! I used The Games Factory many year ago, and tried the MMF2 demo, and thought it was great. Love the storyboard editor, sprite editor, level editor, per pixel collision, but I absolutely hate hate HATE the event editor!!!

    Construct 2 has spoiled me completely!!! If I want to have an object rotate toward the mouse cursor for example, I don't have to write any expression. It takes less than a minute, and doesn't require any real thought. MMF2, however, I have to write some kind of expressions, which I simply do not understand... I asked on their forum, and some of the help I got was:

    "0-ATan2(YMouse-Y( "Active" ), XMouse-X( "Active" ))"

    And unfortunately that doesn't mean much to me.

    The sad thing is that I have the exact opposite feelings for Construct 2. Absolutely love the event editor, and what it can do, but for what I want to do, I need to be able to export files out as .exe and have per pixel collision. I also bought the IOS exporter, as I'm looking to produce for both the iPhone and Android. I understand Construct 2 is still in development, but I'm kind of stuck in a rut. I don't know which direction to go in.

    So really, and honest opinion please, based on the facts... Do I go with Construct or Multimedia Fusion?

    I know people might find it odd me asking that here... and the responses may be bias, but I recall a blog saying topics like this are acceptable... so hopefully I'll hear some straight forward responses...

  • Ooh, exciting... will a version that doesn't need a jailbroken idevice come out in the near future?

  • Terribly sorry, I don't want to bump this, but can anyone please drop me a post to say whether it's possible at all?I know I could do this if I wasn't using the physics behaviour, but until I can turn behaviours on and off, there isn't much I can do about that.

    With impulse I was able to get the closest to what I'm aiming at, but it isn't working. I would have thought torque would be the way to go, but that isn't giving me what I want. Because I have the physics behaviour always on, when I position the objects in the correct location it treats it as movement, and spins the objects all over the place. That's why I tried to add in the "look at mouse" command.

    Please guys, even if it's an "It can't be done" reply, I'll be happy to move onto another method. It's just as far as I can tell, I have all the pieces, but the puzzle just wont come together.

  • I would have 3 variables (2 numbers that make up the question, and one for the answer). I would then have text boxes that display those variables, and have an event that performs the math problem. Var 3 = Var 1*Var 2.

    Would you like me to quickly put it together in Construct 2, or do you think I made some sense? Lol!

  • Hi All,

    made a bit of progress (The error appears to be it not recognising the objects origin point, so I replaced it with an image point and that worked. The problem I'm having now is that I'm trying to get the objects to always face a certain direction. See below:

    http://dl.dropbox.com/u/50465867/ConnectChar.capx

    I want the joints to connect correctly, but I want the object to follow the mouse cursor (In this instance, the arm). The only way I can get close to what I want is with the impulse event set to 100, but even then it's very wobbly. The rotate to position event just breaks the object apart. I can probably do what I want without physics, but I'd like the object to have rag doll on click.

    I'm hoping to get a simple "look at" command sorted out.

    Any ideas?

  • Hi all,

    trying to connect a character together with revolute joints, but I can't seem to get it working. I have put the image points at the locations I want to connect, and I'm telling the objects to move to the correct position, and then connect the objects to the points.

    Click here to CAPX

    Doesn't matter which order I do this in, the objects just seem to move around by either a central location, or get tied up.

    I seem to recall seeing a new option that allows you to disable physic collisions.

    I'm very tired atm, so sorry if it's difficult to understand what I'm talking about.

    Thanks in advance!

  • Do we have per pixel collision yet? That would be *drool*...

  • I'm not sure how that would work... some of the items I need to control will be 'chained', attached or linked in some way to other objects. I would have to have an event setting the animation frame at start, wouldn't I?

    Suppose it could work... but again I'd have a lot of events which I'm trying to cut down on.

  • I see... families also doesn't work with physics.

    http://dl.dropbox.com/u/50465867/GravTest.capx

    I wanted to set it up so if an object touches another one, it would swap control to that one... but instead of the 'move forward' that is currently set up, it would use forces with physics.

    Am I going to have to wait a bit longer for the additional feature?

  • Thanks for replying smitchell!

    I'm talking about potentially hundreds of different objects. Is it possible to set it up this way? Will I have to set up events for every single item?

    If sprite1.boolean1 = true - activate control

    If sprite2.boolean1 = true - activate control

    etc,etc,etc

    Can families have variables? The option is there, but it's always inaccessible.

  • Thanks Yann, but that doesn't seem to work with families. If I have lots of different items all in the same family, I want to have the code:

    If family collide with family, toggle 'controlled'

    but it doesn't look like it works just yet. I would have thought I'd see all of the variables that appear within the sprites in the family.