AndyKayJah's Forum Posts

  • Hey hey...

    had a comparable problem and my solution was to have giant tiled background ojects with the center far outside of the viewport rotate very slowly...

    Better would be, if the tiled Background Plugin had parameters for scrolling... I really don't understand, why it doesnt't.

    Another possibility would be to use Particles for your Stars.

  • Thanks to you all, means a lot to me.

  • Thanks again for your Help, you can see the Result here if you want:

    www.againstgravity.de (choose Testlevel)

    Controls:

    When hitting LMB the ship will rotate towards the Mouse Cursor and give thrust relative to the distance ship/cursor.

    It's best to place the cursor over the ship, press and hold LMB and then move the mouse up slowly to get a feeling for the controls.

    While LMB is pressed you can throw bombs with RMB.

    While LMB is released you can shoot lasers towards the cursor.

    What do you think?

  • yeah you're right, the tiled background would do the trick, I didn't think of the possibility to use more than one object for masking my dust.

    Thanks a lot

  • OK this one helped me...(Thanks a lot so far) so I have to do it on the same layer.

    Still have one problem:

    The masking of my Lightbeam now works, but only inside the boundaries of the image itself. This would mean to accoplish my desired effect I would need a huge Transparent area in my Image that covers the whole layout, which would waste a lot of memory.

    Any Ideas on that as well?

  • Using alpha of one layer to mask another layer...

    Is this possible?

    I want to make a dust particle effect inside of a lightbeam, so that the dust is only visible within the light beam.

    (Light beam(s) on Top layer, dust covering complete bottom layer)

    But I also have Layers with content below and I don't want those to be affected. So i can't use the "destination out" blend mode.

    Any Ideas?

  • Looks like the cocoonJS platform has some sound issues in General... I let go of my Idea with dynamic music for now, but when running on cocoonJS I still have some sounds unplayed, that clearly have been triggered.

  • Could even use a numbering system to keep them together AND in order...

    /00-Menu/00-Menu events/01-L1/01-L1 events/...

    Or maybe just a way to order all the tabs alphabetically... this solution would work for me an I'd Just assign Names with Index numbers.

    And yep I also like to have my layout tabs besides the corresponding event sheet tabs

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  • elevant protip: set the angular damping very high to stop it from spinning too much when you stop turning

    Even better: high angular damping on key press, low angular damping on key release, so that it can still rotate realistically on collision ;) had that one covered^^

  • I've set my characters collision object as a circle, and to move left and right it sets angular velocity clockwise or anticlockwise. It actually works pretty good.. Changing the friction adjusts the inertia.

    Sounds fun, especially when riding across other physics objects.

    In my Case it's flying with two button controls.

    left button: turn left(and accellerate a little);

    right button: turn right(and accellerate a little);

    both buttons: accellerate

    For today I've spent enough time on this issue, tomorrow I'll test your approach from above ;)

    Thanks again

  • keepee: sorry, I think you got me wrong...

    I used "apply torque" to spin my object and Sprite.Physics.Angular Velocity to measure the max rotation speed (got angular damping). And I used (or used not) the dt in the apply torque action...

    apply torque with dt > spinning way too fast on low framerate

    apply torque without dt > spinning way too slow on low framerates, but displaying the same angular velocity like on 60FPS

  • If you want, upload your project file so i can take a look at it. My current project use a lot physics too, maybe i can find your mistake.

    The only mistake I made was to test on low end computers ;) so far everything worked perfectly, but anything below 30FPS is a complete mess.

  • keepee: Thanks a lot for your reply, this one sounds quite promising and I will give it a shot.

    In the meantime I kept on experimenting some more and it looks like my impulses are working out so far...

    Framerate independent movement activated AND dt on my impulse gives me satisfying results... must have overlooked this earlier because rotation still won't work as it should:

    I'm rotating my object by applying torque

    without dt rotation on lower framerates is much too slow and with dt rotation on lower framerates is much too fast.

    When measuring the angular velocity of my Sprite using "Sprite.Physics.AngularVelocity" WITHOUT dt I get the exact same values on all framerates, while still on lower framerates my sprite is rotating much much slower than on 60FPS.

    This seems odd, because the manual says AngularVelocity outputs "The current angular velocity (rate of rotation) of the physics object, in degrees per second." and not degrees per tick or something.

    So I'm still struggling^^

  • If you use

    Button: "On clicked" => Sprite : "Apply Physics Impulse towards position"

    it will only trigger once per click.

    Thanks, but this one won't help in my case, because I don't need a single impulse. I want the sum of the impulses applied over time to be the same on any framerate.

  • Physics based controls and delta time frustration...

    I have a physics object, which is affected by gravity. I accellerate it using a physics impulse triggered by pressing a button.

    Now I have the very frustrating problem, that accelleration is varying extremely on different frame rates (different devices) even though I switched the physics behaviour to "framerate independent"

    Same goes for rotation(when applying torque to the object)

    My theory on this problem is, that the button press triggers the impulse every tick... So when running at 60FPS I have 60 impulses added to my object per second and on 30FPS I have 30 impulses added to my object. I tried to fix this using the dt-expression on the value for my accelleration ( acc * dt ) adding the same amount of thrust over time... but it didn't work. Accelleration still varies extremely...

    So what can I do to fix this?