bla6546's Forum Posts

  • 9 posts
  • Sliderbar 'On clicked' event triggers on release

    Should trigger on clicked, triggers on click release

    Attach a Capx

    not needed, plus can't do this on this pc

    Steps to Reproduce Bug

    • new project
    • add mouse & sliderbar plugins
    • put a sliderbar anywhere on the layout
    • create a 'sliderbar, on clicked' event

    Observed Result

    event doesnt trigger on clicked, triggers on click release

    same thing goes for 'sliderbar, on changed' event, both trigger on click release

    Expected Result

    trigger on clicked

    Affected Browser

    • Chrome v42.0.2311.90: (YES)

    Operating System and Service Pack

    Win7 x64 SP1

    Construct 2 Version ID

    r202 beta

    also, combining 'mouse, on left click' & 'mouse, cursor over sliderbar' doesnt trigger at all,

    and combining 'mouse, left button is down' & 'mouse, cursor is over sliderbar' only triggers if you click outside the sliderbar, hold, then move cursor over sliderbar

  • according to the chipmunk's manual:

    "Kinematic bodies are bodies that are controlled from your code instead of inside the physics engine.

    They arent affected by gravity and they have an infinite amount of mass so they don’t react to collisions or forces with other bodies.

    Kinematic bodies are controlled by setting their velocity, which will cause them to move.

    Good examples of kinematic bodies might include things like moving platforms.

    Objects that are touching or jointed to a kinematic body are never allowed to fall asleep."

    also i havent figured out how to make a player's movement with this, apparently its 2 bodies attached with a pivot joint and a simple motor joint (with a rate of 0) then dynamically adjust the maxForce to the desired friction, i haven't tried it though, i think this should be in their manual since it is such a common thing to attemp

  • has anyone implement a platformer movement with this?

    is it possible to set the player's velocity manually without it going through walls or pushing heavier objects?

    a kinematic body perhaps would be best for this job i dont know if that possible in this plugin

    or maybe pinning the player to a dummy with a pin joint

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  • is the angular velocity implemented in this version?

    quoting the chipmunks website documentation:

    "The surface velocity of the object. Useful for creating conveyor belts or players that move around."

    seems like that could be very useful

  • actually you can substitute the variable and the first two events with:

    enemy is overlapping jail > set text to enemy.pickedCount

  • i was about to say that it doesnt work but i was confusing "pickedCount" with "count" aghh

    for some reason i cant see the expressions panel anymore, but yes it does work, perfect,

    also i was going to suggest inverting the order of events but i wanted to test it first and it doesnt work for some reason

    [EDIT1]

    actually it does work but with subevents:

    system pick sprite by evaluating sprite.IID=0|sprite.IID=1

    [subevent] sprite is overlapping sprite

    ---system sprite.pickedCount=2

    brilliant, thanks

    [EDIT2]

    "system > sprite.pickedCount=2" doesnt seem to be necessary in this arrangement

  • i sort of made it with events although not elegant:

    create variable

    when sprite is overlapping sprite

    pick sprite by evaluating IID=0 > add 1 to variable

    pick sprite by evaluating IID=1 > add 1 to variable

    variable = 2 > do event then set variable to 0

    else set variable to 0

    this is really not the solution i hoped, it should be:

    if sprite.IID(0) is overlapping sprite.IID(1)

  • how do i detect a collision between two specific instances of the same object type?

    i say specific because ive seen posts that just want to differentiate values of their instances but

    i want to detect a collision only between for example sprite with UID 1 and sprite with UID 2,

    or sprite with instance variable 1 and sprite with instance variable 2

    both sprites being of the same object type of course

  • Is it possible for Construct to distinguish between different keyboards/mice as with gamepads so that i could map keyboard 1 to player 1 and keyboard 2 to player 2?

    this can be done in windows apps via "raw input" and "keyboard hook" APIs

    here are some related articles:thanks

  • 9 posts