codah's Forum Posts

  • Ashley could we please have a mention of this somewhere in the manual, maybe just as a note? I think it would save others hours of frustration. Unless it's somewhere I haven't seen.

  • I find that using the forum on Android mobile on Chrome (in my case Nexus 5 and Nexus 7) bites.... (i.e. it's bad). Slow to the point of being virtually unusable. Viewing is 'ok' but posting is not.

  • hope this helps

  • Edit2: ok I just saw this

    Edit: added capx. Bash the ragdoll around to see his head joint become dislodged. Disable the 'on collision' checks to see the difference.

    Thanks for taking the time and pointing me to that thread.

    I was writing up a response, to say that I think he and I had different issues (my sprites are not stretched, image points seem all ok, etc.) then I thought I'd put together a minimal capx. While I was doing that, I think I found the issue..

    When my ragdoll was hitting another physics object, I would change frame of the 'head' object, say from 0 to 1 (it only has three frames). All frames are the same size.

    So I would do

    On collision:

    ->change frame to 1

    ->wait 1.0 seconds

    ->change frame to 0

    Removing the above for the sample capx seems to keep my ragdoll together. Leaving the Wait on its own is fine (unsurprisingly).

    It seems changing frames is enough to screw up the physics processing. Is this reasonable?

  • I know.. sorry.. that's what I tell people too

  • So I'm just dabbling in physics.. using the ragdoll sample project. I find my doll's joints become 'disjoint' after collisions with other physics-enabled objects. These are fairly low speed impacts. I have read about how the physics model can become 'unstable' with unrealistic forces/velocities. I'm just surprised it's so easy to pull apart these types of joints. For example my doll's head seems to be the first part to become pulled away from its original position when it gets 'caught' on or hit by, other physics objects. Maybe that's just because it's the largest single part (most mass). Any tips? Will check back in the morning Thanks.

    PS I have read the maual and searched the forum, found a few useful tidbits, but not this.

  • haha ok I get it. It's F6 or bust I'm off to bed.

  • I have F5 set to Debug Layout?

    [attachment=0:15m6m6ll][/attachment:15m6m6ll]

  • > You can change the Debug layout shortcut. Just not to F6 for some reason.

    >

    That's why I'm asking

    Oh right. Actually it says F6 is bound to 'next pane' which is weird.

    Edit: F5 isn't good enough for ya?

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  • You can change the Debug layout shortcut. Just not to F6 for some reason.

  • I'd like to bump this as I'm seeing the same thing.. I'm not applying massive forces which could cause the physics to become unstable, and yet my objects that are connected via revolute joints are becoming pulled/pushed apart by colliding with other physics objects.

  • Sticky progress bar..

  • I tough I have tried to do it (removing 0) and it didn't work , it works fine just one small question how do you assign option: if object overlaps animation0 do this but then it overlaps different animation outcome is different. I can't see it in create object menu, new to this method

    pseudocode..

    IF Object is overlapping OtherObject AND OtherObject.Animation.Frame = x THEN <do something>

    ELSE <do something else>

  • [attachment=0:1l9z9m6p][/attachment:1l9z9m6p]