caiorosisca's Forum Posts

  • Both the treadmill and the object over it have the physics behaviour (and they do need it), so what's is the best way to make a treadmill effect? While the object is on top of it, it moves to a certain horizontal direction, I couldn't manage getting a good result, tried with apply force, impulse, setting velocity.

    By the way is it possible to get acess to an end contact callback? pretty sure box2d has it.

  • Thanks guys, I'm not sure what was wrong, I must have missed something. I rebuilt the whole level from 0 following RamPackWobble's demo and it worked.

  • Tried that also RamPackWobble, it just stayed immovable even after setting it back to movable.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • LittleStain, disabling the physics also affects the joints, it's just like removing them.

    RamPackWobble, I'll update my Construct and try your capx(runnign v.158 here)

  • How can I enable and disable a see-saw?

    I'm making a physics puzzle and I only want the see-saw to work when I press the play button, before that it needs to stay locked to it's start position/rotation.

  • Apply physics component to the ball, then on mouse click choose "Apply impulse towards position:

    Impulse: whatever value you want, you can use distance(ball.x,ball.y,mouse.x,mouse.y) for example

    PositionX: mouse.x

    PositionY: mouse.y

    image point: 0

  • Got it solved, array.at(0) was returning a string and not an integer. Casting solved the problem.

  • I'm getting wome weird results when trying to compare a value, check the image below:

    <img src="http://i.imgur.com/mxVOCdY.png" border="0" />

    I log value at 0 in my array, it returns "2", right after i check if that same value array.at(0) equals 2 and it returns false.

    Am I missing something? It all happens on start of layout

  • Worked, thanks.

  • I need to check if the object I'm dragging is overlapping some other objects when I drop it. Somehow it works when checking for collision with another Family, but not with it's own. Here's a pic that shows what's working and what isn't. If I move the event out of the on Drop event, it works fine. How can I solve it?

    <img src="http://i.imgur.com/TbSBwV9.png" border="0" />

  • Thanks Colludium, it worked, I also disabled collision between the family objects while paused so I can drag it without colliding with something.

  • Is settings Gravity to 0 and both iterations to 0 the same as disabling physics? I need to disable the physics of my game, but not the joints, how can I do it? I'm not getting my expected results

  • I'm making a physics puzzle and I have 3 platforms, I need to drag them to the correct place, if I drop it at the wrong position it needs to go back to "the inventory", so I need to know which instance of the object I picked, something like: if instance =1, go to position1 else if instance =2, go to position 2. Is there anyway to achieve it? I can't get it to work.

  • Got it working, thank you

  • Thanks LittleStain, I can't test right now as I'm on a MAC, I'll give it a shot and post the results <img src="smileys/smiley4.gif" border="0" align="middle" />