clodius666's Forum Posts

  • yeah so my obsession for the physics behavior seems neverending.. i was testing some stuff and trying to achieve something similar to trials hd,but alot simpler. mainly trying to figure out how to make 2 wheels and a body,but i dont know how to achieve it. my tests are all messy. i tried hinges and springs,but there was always some problems when trying to add torque to make the wheels spin.i found some old threads,where ppl discussed about something similar,but all the .caps were unavailable. so, anyone know how to create something close to  that brilliant game called trials,or is it even possible? if you dont know what it is, this might help:

  • hey folks. once again i feel stupid and a complete noob,but:

    im making a short minigame for my girlfriend as a gift for our upcoming anniversary. everything is going smooth,but i have issues with magicam object. when cloning the layout,and changing that layout,the cam suddenly stops following and i cant figure out why. ive tried everything but cant make it to work. i could always use the basic center view on me,but i need the magicam cuz i dont know how to handle some camera movement actions without it.anybody wanna help me out,so i can finish the game in time for our anniversary?... id be really really grateful.

    .cap here:

    http://dl.dropbox.com/u/11157144/cameraissue.cap

  • this is probably a useless hint,but with some work u could get a decent car movement with physics behavior. i once tried to do it,and almost managed,but i couldnt figure out how to make proper steering..(i could only steer/turn when accelerating,didnt find any way to make it right. mind you though,im just a beginner,im sure someone with more experience could pull it off)

  • hi guys.

    im a little confused,regarding physics.. i upgraded to classic r1.2 and now my physics(gravity/force) behaves differently. and also,i have a system,where im supposed to make my ragdoll get up by using add force action when he falls down or tumbles etc. the first time when starting the layout my ragdoll gets up just fine,but after that it doesnt. its like the force needed to get up isnt enough anymore. i cant add more force either because then the first time is too much. im probably not making any sense but i just wanted to ask: are the physics supposed to be ok in classic r1.2 or is there some problems i dont know of?

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  • brilliant! thats exactly what i had in mind this morning, it works just as i want now.

    thanks, much appreciated.

    im a little embarrased i couldnt figure out something so simple earlier :/

    i wonder why it doesnt detect the exact angle though, not that it matters now.

  • hi guys.

    once again,ive run into a problem i cant seem to solve by myself.

    trying to keep it short:

    my character gets pushed down the stairs and the player needs to hold down a button to get back up. im using a separate ragdoll character,when the player gets pushed down. im trying to make it so that when the ragdoll character gets all the way back up,its destroyed and the original,playable character takes its place at a correct position. ive run into a problem,where im supposed to trigger an event when the ragdoll character's feet angle equals 0,but it doesnt work. somehow it doesnt detect the angle at all and nothing happens. is there any reason for it?

    could someone help or give some hints?

    here's the .cap to make myself more clear:

    http://dl.dropbox.com/u/11157144/ragdoll.cap

    in short,when the ragdoll is standing up by pressing space,it should be destroyed and the original,movable character should should be spawned to take it's place.

  • just what i needed! i knew it was something to do with the text object,but couldnt figure out the right way. thanks for helping, really appreciated.

    now if only i could work out those physics hinges stealing all my fps and im set lol.

    EDIT:

    well now that i think of it, can anyone give any insight for those hinges? why is it that when you have say, 5 physics objects hinged together,the fps slowly but steadily degrades to a crawl,but when the hinges break, fps goes through the roof? in toher words the fps becomes normal,as it should be. ive been trying to figure this out by myself for a while now,but dont really know whats causing it.

    or is it just the way it is? meaning, hinges are bad mkay?

  • hi everybody!

    (hi doctor nick!)

    so anyway

    im making a small minigame of ski jump with a physics object, and i cant seem to figure out how to measure the lenght of the jump..id like it so i have a visible number showing how long the jump is, i just cant seem to figure it out

    how would i measure length from the tip of the jump to the moment my character hits to the ground?

    and also, how to make a visible measurement?

    i would post a cap,but its kinda private,cuz im making it for my friend, so im not too comfortable showing it.

    but i hope someone wiser than me could help a little,

    thanks in advance

  • morning.

    im not on a computer where its possible to use construct at the moment,but ill try to scratch my head.

    ok so, if im correct, youre supposed to use event like so:

    "every X ticks", or "every X milliseconds". just type in the value for how often you want the object to be created.

    for example:

    -every 10 ticks

    -->create "falling object" (insert your desired layer and the width of the layout and add "random").

    not sure if thats correct,my memory could be failing.

    but if you only use the event "start of layout", it only creates ONE single falling object when the layout starts.

    so in short, every x ticks and every x milliseconds makes the object spawn with a specific rate.

    hope im not too confusing,just woke up lol.

  • hi and welcome.

    have you tried experimenting with the physics behavior?. i guess it could be the most straightforward solution for this, anyone else wanna correct me?

    anyway,i made a quick example .cap:

    http://dl.dropbox.com/u/11157144/falling-object-edit.cap

    is this what you were aiming at?

    edit: made some changes to the .cap

  • hi.

    im not much of an expert myself,but have you tried using debug mode to pinpoint the problem?

    recently i struggled with framerate steadily dropping down. turned out that there was an event constantly spawning a new object,while being invisible,that dropped my framerates pretty fast.

    although,i guess it could be anything really,ill let people with more experience than me try to solve this,since im still kinda noob myself lol.

    also, posting a .cap here would help to solve this issue.

  • hi and thanks for replying.

    i made a new experiment, and got a little further(still not completely satisfied though).

    heres the .cap:

    http://dl.dropbox.com/u/11157144/enemy-behav.cap

    so now the enemy stays on his platform and chases the player,but theres some annoying issues:

    first, theres some really ugly random jerking,when the enemy changes direction

    second, when you encounter the first enemy near the second, the second one rushes from his platform towards the player,id like to avoid that.i know the problem is because the player is already overlapping the enemyblock sprite,when the second enemy sees him, i just dont know how to fix that.

    the third enemy is just weird,because the player is approaching from below,and i dont really know how to best handle that situation smoothly.

    anyone up for a challenge n give some hints?

  • hey guys! once again im having some trouble.

    this is all basics and ive gone through platform school to try and troubleshoot my issues,but im still at a dead end.

    im trying to make a really simple enemy behavior.

    meanin,that the enemy would patrol back and forth on his platform,NEVER leaving that particular platform.

    im having issues trying to make the enemy detect the player and chase him when the player is on the same platform,but to stop chasing and continue patrolling, if the player goes out of this particular platform. also,im trying to make it so that the enemy tries to hit the player every,say, 3 seconds.

    so,if anyone could make some sense to this mess of a code,id be thankful:

    http://dl.dropbox.com/u/11157144/enemy-behav-test.cap

  • ah, i see. i must admit that math is not my strongest area

    and never has been,but eh, construct is reason enough to start learning again. its been so long since i had to use any kind of math at all lol.

    before i tried to just make a basic command add force to sprite.angle,but it didnt work out that well lol. but thanks for that code,im gonna try it a little later,when i have time.

  • thanks for replying! unfortunately thts not what i was going for. basically i just want to add force where ever the sprite is pointing at.lets say the sprite is set to that 270 angle,and the sprite rotates no matter what degrees,now when the up arrow is pressed, the force is added to the sprite's angle,instead of that 270,so the sprite moves to where its angle is pointing at.

    so,in short: im trying to make an object,that you can rotate with pressing left and right AND you can move the object forward to where its heading when you press up arrow,using that add force event in physics behavior.

    i would use 8 direction or custom movement,but they dont work well with the physics behavior.