chrisbrobs's Forum Posts

  • if this is solved could you point to the "other thread"

    Other post

    <img src="smileys/smiley9.gif" border="0" align="middle">

  • You might find solution here:

    Fade examples

  • what ever...

    ...its only me, so just ignore!

    You might have a valid issue here, I didn't know about the issue with regards the collision polygons?

    Kyatric

    "Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame"

    <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Just wondering if there are any tutorial's/tips about exporting to Appmobi.

    Had a look/search but couldn't find any?

    <img src="smileys/smiley5.gif" border="0" align="middle" />

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    Didnt see(read) other thread. <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Probably down to the fact that your using SCROLL TO behaviour on a sprite with different size frames..using Physics....

  • > Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

    >

    > Report

    This makes it even more "strange" ....to my mind

    Dont get the "strange" comment?

    Your idle animation is a lot bigger than the walk animation, so when it goes from 'walk' to 'idle' the collision's get messed up.

    <img src="http://dl.dropbox.com/u/22173473/animcollision.png" border="0">

  • People...I am not looking for a work around. The point is, that a phsyics engine should be able to handle thouse basics!!!

    I dont think the problem is down to C2.

    Its YOUR sprite that is causing the problem!

    If they were all the same size, I dont think it would happen.

    You have an idle animation that that is touching the floor, then you change to a walk animation that has different sizes, so the collision's change.

    Maybe one of the C2 veterans can correct me if I'm wrong.

  • Here's the finished example:

    View

    Here's the project files:

    Download

    I think there is still 1 problem relating to the (z-index:-1;) of the iphone image?

  • that's a workaround and not suitable if you need other angles during execution.

    And honestly - THESE both are basic physic behaviours. Nothing fancy at all and IMHO this should work without any work around!

    Yes but your using physics and because your animation frames are 'different' sizes the forces acting on it are constantly changing, depending on the frame.

    The origin points might effect it as well?

  • Every tick....Set sprite 2 angle to 0

  • You could try this:

    1, Give the 'body' a private variable called 'move'.

    2, Add the following events:

    <img src="http://dl.dropbox.com/u/22173473/110pixels.png" border="0" />

    Hope this helps.

  • You could just use the 'sine' behaviour(set to size)

  • This method for looping sounds works, dont know about music though?

    <img src="http://dl.dropbox.com/u/22173473/loopsound.png" border="0" />

    (my sound is 4 second's long)

    I have never used music, but it can't be that different?

  • Why dont you just use 1 invisible block (multiple copies) for detection ?

    I used this method in quite a few projects....without a performance hit.

    <img src="http://dl.dropbox.com/u/22173473/detector.png" border="0" />