CodeMasterMike's Forum Posts

  • Majinboo

    In theory its possible. But evey timer needs to be calcutated every frame. That means that on some low hardware/software systems the fps may or may not suffer.

  • I've mentioned it before in other threads, there is a WebGL (3D) based program called CopperCube, which is similar to Construct in how you can make a game without the need to know programming:

    http://www.ambiera.com/coppercube/

    I've haven't used it in a couple of years, but it was really good last time I tried it, and I'm sure its only gotten better since then.

  • Really nice work!

  • http://www.ambiera.com/coppercube/index.html

    I haven't used it in couple of years, but it was a really nice program to use. It uses WebGL for rendering which is awsome. It also has some build in exporters like Android and flash. Probably more nowadays.

  • venkat kiran

    The Timer plugin doesn't show any timers on screen. You have to do that manually by writing to the screen and take the time value from the Time plugin.

  • Raganork Beside using a second car or using a dummy image, there is no sollution as far as I know. Its because of the way the Physics works and is build into Construct. When changing the image some things gets recalculated/changed/updated and the physics break apart.

    And if you read the [issues] mark at the main post, I explain that there is no way for me to catch a rebuild call.

    Maybe in the far future when I have time to work on my plugin/behaviour projects again, maybe I can find a sollution. But that will not happen in the next coming years. All plugins/behaviours are open source, so if you know your way around javascript, you can always try to improve the behaviour yourself.

  • Raganork Yes, I tried it to now, and it didn't work. Most probably because the collision box gets changed or something like that.

    You could also try to have a dummy image above your car image, which is just a image without any collisions. So that this dummy image overlaps the car image. And set the dummy image as a child of the car. That way you dont need to mess with the car physics or its image at all.

  • Raganork

    Easiest way I can think of at the moment, is to set a image of one car as a animation frame, so you'll have 2 different frames with 2 different images, and then when you want to switch image, you change the current animation frame. But there is surely other and better ways to do it.

  • Raganork Its not possible to change object like that in realtime, due to the way the physics works. Either use a physics on each car or change the image of the car with the physics instead.

  • Make one sprite animation for the character entering a car and one leaving a car, which you activate when its appropriate.

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  • mustang1968

    I need little more information than that...

    What do you mean with "project restart layout"?

  • DrSilva

    At the moment all 3rd party plugins and behaviors are not allowed in the Arcade. There are no exceptions to this.

    The plugin doesn't use any methods or other libs outside the Construct engine, so it should be usable for all platforms. However, I haven't used the plugin on any mobile phone platform yet, so I can't say for sure.

    If the plugin wouldn't for, any reason, not work on a different platform, it shouldn't be too much of a hassle to write your own timer and remove the plugin, as long as you structure your project properly.

  • tnindie

    Here is how I create a prismatic joint in the car physics with the Construct SDK(in this case, the left rear wheel):

    var leftRearJointDef = new Box2D.Dynamics.Joints.b2PrismaticJointDef();

    leftRearJointDef.Initialize(this.PhysBody, this.PhysLBWheel, this.PhysLBWheel.GetWorldCenter(), new Box2D.Common.Math.b2Vec2(1,0));

    leftRearJointDef.enableLimit = true;

    leftRearJointDef.lowerTranslation = leftRearJointDef.upperTranslation = 0;

    leftRearJointDef.collideConnected = false;

    this.LeftBackWheelJoint      = this.PhysWorld.CreateJoint(leftRearJointDef);

    If you need more information than that, I suggest you read the Box2d documentation and/or the Construct Physics files.

  • syncdot

    Yes, I meant the other way around. The "Start time counter" starts a counter and the "Stop time counter" stops the counter.

    Thanks for the find and I will change it to the right text!

  • achudzik

    That is strange, because the Time manager is using Construct builtin variable runtime.kahanTime.sum from the SDK, to calculate the current time for the timer. So its nothing I control myself in the plugin.

    Do you have other time-issues, besides this plugin, when running different hardware?