Colludium's Forum Posts

  • New version released: v1.0.0.21

    Bugfix. The joint type enum was not properly accessible and there was a type-o in the language file. Please let me know if you find any more problems - thanks!

  • Thanks Shadownox - I will take a look and hopefully post a fix!

  • Tombas - I am glad to have been able to fix it! The outstanding challenge is to get the plugin to work with advanced minification, but that's not critical. I'll keep on tinkering with it and we'll see if there's a way to fix it :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • v1.0.0.20 released.

    Bug fix. Module mode is now supported!

    Note: Advanced minification is not supported.

  • Hi everyone. This is just a null update really. I've tried to update the LFJS plugin to meet the requirements of the new module setup and, during testing, I then learned that the new closure exporter also breaks the plugin on export.

    So the upshot is that I am now trying to fix 2 problems that result from recent changes to C3... The guidance offered to plugin devs does not solve the problems for LFJS, there is something more complex going on here (maybe not surprising given that this is a bespoke c++ to wasm compilation). So I will continue to work for a solution but after spending a day trying to fix this I am starting to realise that it may not be possible without starting again from scratch.

    I haven't given up yet, but this instability is rather disconcerting.

  • Hi - I just saw that modules need to be supported - LFJS does not yet support modules. I will read up on what's required and update the plugin in due course.

  • Ok, there was a problem with my paypal account which has now been resolved, so the itch store should work again. Thanks for your patience!! Please let me know if there are any more problems.

  • Hi everyone - thanks for your interest in the plugin! Let me check out my itch account and I'll get back to you here. AFAIK there's no reason for any problems...

  • dop2000 - You're welcome!

    I went one better than porting Box2D+ - I ported Google's Liquidfun! It has most of the features of Box2D+ but with the added fun of the liquid particles. It's a full technical plugin and is probably best for advanced users who understand Box2D. Here's the forum thread that contains the details.

    Edit: It also has framerate independent engine calling, so you can set the framerate (eg 60 FPS) and it will run at that update rate irrespective of the browser vsync rate. Which means that the engine gets constant delta-time inputs.

  • Hi there. I recommend either Option 1 or you could disable Platform2 and use events to make the knock-back effect.

  • Construct 3 Physics uses the 2.3.1 wasm version of Box2D. The problem you have found is actually a feature of Box2D (at least the javascript version). When using framerate independent time-steps, each time-step is fed into the engine as a delta-time value that is slightly different to the previous delta-time (down to many decimal places). Box2D physics doesn't like that sort of varying time input, and that is why the objects never come to rest when the gravity is large.

  • Thank you indeed, Nepeo - those were the wise words I needed to help me isolate this.

    Update: Version 1.0.0.19

    Bugfix: Removed use of globalThis which may have been causing problems in Safari.

    Tombas - I hope this fixes this problem.

  • You can get them all on github.

  • Thanks Mikal for the reassurance. Tombas I think that it must be a problem with Safari. This wouldn't be the first time that Apple products were not compatible with the Mozilla standards... Sorry but I don't think there's anything I can do to stop this from happening.

  • Hi Tombas

    I haven't tried using a Mac, although I can't see why the variable globalThis couldn't be found. I haven't seen anything like this before. Out of interest, are you able to test in a different browser (ie Chrome vs Safari, although I'm not sure if any differences could be the cause here)?

    Nepeo - sorry to bother you, can you think of a reason why globalThis wouldn't be declared when previewing on a Mac? This has me stuck... As far as I can tell, the implementation in my plugin is similar to that of the standard Physics plugin, so there's no reason I can think of as to why the variable wouldn't be declared. Thanks.