CodeMasterMike's Forum Posts

  • That is a good idea Joe7, I dont know why I didnt think of that :-)

    I have made the change and updated the zip file.

  • <center>Time Manager plugin</center>

    Based on my tutorial I made, I decided to create a simple time manager plugin, which you can use as a time countdown function or a time counter.

    The Time Manager is a plugin, which you can create different types of counters for your projects! You can easily and lightning fast create a countdown, time based counter, counter starting on a specific time or a limited counter counting up to a specific time or a counter that keeps counting until you say otherwise!

    You can create as many counters you like, whenever and where ever you like. It's easy to find a specific counter!

    For each counter you have a lot of different options and actions you can choose from. You have lots of different ways to display your current time, you can stop, pause, start and restart a counter of your choice at any time, you have full control of each individual counter you may create!

    To get this amazing plugin, click on the link below!

    [Update]

    New version is out. Current version is 1.10!

    Please be aware of due to changes, a new version of Time Manager may break your existing current project/s which uses a old version of Time Manager. Update only when your current projects are finished, or you may have to re-apply all Time Manager functions. Or use a previous version of Time Manager until your current project/s are finished.

    Update at your own risk!

    Version 1.10

    • Added the Construct save/load function to the Time Manager.
    • Added functionality for the Construct debugger. For the time being all information is set as readonly.
    • Added the plugin into the Construct c2addon package for easier installation.

    <center>Download v1.10 Plugin as c2addon file</center>

    <center>Very simple example file for v1.10</center>

    <center>Older versions</center>

    <center>

    Download v1.09 Plugin as zip file</center>

    <center>Download v1.08 Plugin as zip file</center>

    <center>Download v1.07 Plugin as zip file</center>

    <center>Download v1.06 Plugin as zip file</center>

    <center>Download v1.05 Plugin as zip file</center>

    <center>Download v1.04 Plugin as zip file</center>

    <center>Download v1.03 Plugin as zip file</center>

    <center>Download v1.02 Plugin as zip file</center>

    <center>Download v1.01 Plugin as zip file</center>

    <center>Download v1.0 Plugin as zip file</center>

  • Yeah, its a bug. see

    this post about it

    The issue seems, as far as I have read, to be with the technology used when minifying the project, so not with Scirra or with the Box2D.

    I had the similar issue with a game I made. The only "fix" at the moment is to export the game without the minify option.

  • Ok I understand. Thanks for the information!

  • If I press Accelerate and left at the same time, and then the reverse, it keeps turning and accelerating.

    Pressing Accelerate, reverse and left at the same time, should break the object, since the speed is zero.

    Yes, it does work with Ctrl key. The issue is that its only for the space and the Alt keys, as far as I have found.

    This causes problems if you, for example, want to use the space key as a handbreak to get some nice skidding going. Yes, you can use another key to get it to work. I just find it strange that its just these keys.

    I hope the devs can take a look at it. If it cant be fixed, then at least we know <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I have found a "funny" issue when Im using the Car behaviour.

    If I press a certain key I cant accelerate (up arrow)

    and turn left (left arrow key) at the same time.

    The keys I have found that causes these errors are:

    Space

    Alt

    This only appears when I hold down space/Alt key, and then accelerate and turn to the left. I have tried with the other keys, and they dont have the same problem.

    To reproduce issue:

    • Hold down space or Alt key.
    • Press forward key (accelerate).
    • Press left arrow key (turn left).

    Now this wont work. But if you keep holding down the accelerate key

    and the turn key, and release the space key, it will start to work again.

    If I accelerate and turn at the same time, and then press the Space/Alt key, it will work as it should.

    This is a strange issue. Can anybody reproduce this error?

    Link to testfile:

    http://dl.dropbox.com/u/52716812/TurnIssue.capx

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  • Im not sure if that game in the link uses physics, doesnt look like it to me. But if you do wanna use physics, I would look at the "Apply force towards position" function instead, and use the Mouse.X and Mouse.Y as parameters.

    I made this very simple example, where I dont use physics, but with the same thought as with the physics version. This version just rotate the object by the mouse position and move it forward, and it moves up and down depending on the forward vector.

    I think with some tweeking it should work just as the youtube example you linked to.

    http://dl.dropbox.com/u/52716812/MoveWithAngle.capx

  • Nice! <img src="smileys/smiley1.gif" border="0" align="middle" />

    To add to the request, it would also be nice to be able to change the steer speed in realtime for the Car behavior, as well.

  • I would like to see in future updates, to be able to change "Drift recover" variable in the car function in realtime.

    This would enable little more dynamic events, like you are suddenly driving on something slippery, or something with very high friction.

  • The graphics is really nice!

  • Yes, sounds like the exact issue, thanks Ashley!

  • Do you mean for WebGL? Then I recommend Coppercube: http://www.ambiera.com/coppercube/

    [EDIT]

    Now when Im reading your post one more time, I get confused. Do you want a 3D engine or a 3D Modelling program? Because those are two different things.

  • Alright, hopefully can they find a sollution for it. If it is a bug, can it be moved to the Bug section of the forum?

    I get the same result in Opera as well.

    [EDIT]

    It seems it has something to do with the Minify option when exporting.

    If I uncheck the "Minify" option, the exported version works like the Layout version.

    I have downloaded and re-installed the latest Java from Java homepage, but still the same issue when I export with the Minify option checked.

  • I have a problem where my physicalized objects move, as if there is a constant force, after I have exported my project.

    When I run the project in the preview version (the "Run layout" button), the boxes doesnt move at all, and everything is very stable. As it should be.

    But when I export the same project, they start to constantly move until they fall. I have tried with different physics settings, but the result is always the same.

    Is there a different between the preview-version and the exported version?

    Because it seems this issue only appears when the project has been exported.

    I have the same issue regardless if I run the exported html file locally or from a server.

    I made a new test project to test this issue, and I got the exact same results. Here is a project file example:

    http://dl.dropbox.com/u/52716812/PhysicIssue.capx

  • Hello!

    Im a professional game developer, and I have recently getting my hands dirty in the HTML5 world. Earlier Ive worked a lot with 3D webbrowser based games, but its rather frustrating, since you need to have custom plugins, and its hard to get users to trust, that they need to install this plugin, in order to play.

    So now Im getting more and more into both HTML5 and WebGL, and I found that Construct is a good program to make nice 2D applications/games.

    Im doing my own HTML5 "engine" as well, so I can switch between the two depending on what I want to do, which is really nice!

    Sofar I am very impressed with the Construct program, and I am certainly gonna use it as much as I can!