Colludium's Forum Posts

  • Thanks, repkino!

    I've now added animations... I've got some bug testing and code cleaning to do - with any luck this should be out next week some time (for c2 at first, I hope to get this working on c3 once the c2 version is stable).

  • RattyRat - of course: link to assimilate demo capx.

  • RattyRat, all of the files are present. Please try this instead: use 7zip to rename the .c2addon to .zip. Then open the archive and copy Box2d+ from the folder 'files' and place it in your c2 behaviours folder (...program files/construct 2/exporters/html5/behaviours). It should then work.

  • RattyRat, please use PM not public post

  • Hi Colludium,

    Just bought this and got a problem - Unzipped and placed it in ....\Construct 2\exporters\html5\behaviors when I start Construct 2 it says it cannot load your behavior as it cannot find ....\Construct 2\exporters\html5\behaviors\Box2D+\common.js .

    Any ideas?

    Cheers,

    RR

    Hi. Can you PM me a Dropbox link to the zip file you downloaded. I'll take a look. It could be that the file was corrupted because this is unusual. Thanks.

  • In fairness, Drago_18, you never sent me a bug report so I have not been able to investigate the problem you had. In our last communication you asked me to help you make your bike do backflips and I declined because I didn't have time to make the mechanics of your game for you. Sorry, R0J0hound, it's not my intent to highjack your thread and I won't interject any more.

  • Think of it as a sprite-like plugin that casts shadows from selected object types and/or solids... More to follow soon.

  • Everything in box2d has to be a fixture - a two dimensional shape (although single planes are possible in the library, I couldn't figure how to implement them in c2). So, to make lines that have width, you'd have to write that using events - I'll have a think about how that could easily be implemented in c2, but it'll be something like: with a line from x0, y0 to x1, y1 you determine the gradient and then the normal angle, then create a fixture with four corners positioned at the ends using geometry.

    Thinking about it, you could also do something similar with the standard physics library - create a rectangular sprite, size it to your line shape and then enable Physics. The challenge there would be to join multiple lines together - once you have joined more than a couple of objects you typically get joint fighting, which is a feature of all physics libraries.

    My Box2D+ has a unique 'assimilate' joint which allows you to join objects together by making one a parent and one or more others its children, with the shapes given to the parent body as new fixtures. The advantage is that there are no joints to cause fighting. Here's a Box2D+ assimilate joint demo - you can't do that with the normal physics engine..

  • I'm glad had it looks ok for your needs. It's got about the same performance as the standard ASM.js physics, so it s should perform ok on medium range mobiles. However, it doesn't work in cocoon.js accelerated wrapper.

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  • socialpilgrim, check out my Box2D+ plugin. It's based on the asm.js 2.3.0 version of Box2D and it contains features where you can set the collision shape from either the image alpha or you can directly inject the shape from a c2 array of vertex positions. Here's a demo of on-the-fly collision shape creation using it.

  • This bug is fixed in r256.

  • There's nothing in glwrap.js that enables the drawing of lines. You'd have to draw a quad with a quad thickness so that it appears like a line on screen...

  • The function glw.convexPoly takes an array of points in only one argument. See glwrap.js for more details.

  • Update v1.01 submitted to the store for approval.

    New Actions:

    Delete all stories

    Delete story by name

    Both to allow you control of the plugin memory use.

    Bugfix:

    Added protection from commanding actions if there are no stories loaded.

  • Thanks for the bug report This should now be fixed.

    Update v2.1 submitted to the store for approval. Bugfix - the player now maintains velocity when its position is set by events.