Colludium's Forum Posts

    I've had this problem for ages. I mean for well over a couple of years and it's definitely W10 and not W7. It's something in the framework used to compile the c2 editor - when it starts you can see it cycle through different window sizes as if it might be crashing, and if you right click delete an object from a large project then it either freezes (with Not Responding) or it glitches through highlighting different objects for a number of seconds. After a while the editor becomes terribly slow for no apparent reason.

    The first step on the road to understanding this problem is for scirra to reproduce it. If it can't be reproduced then we're stuck. If efforts won't be expended to reproduce it then we're stuck.

    Ultimately, whoever made the framework that the c2 editor was made with owns responsibility for fixing this - and this is something that can only be driven by scirra. There's plenty of of evidence here if they need some help identifying the problem.

  • Does Platform2 handle 'ladders' (ropes/climbing) any differently? I'm quite new to Construct, and have been able to easily create a platformer, but struggled with ladders (even with a multitude of tutorials). Thought that if climbing were part of your add-on it would be a done deal

    Hi. There are no ladder or rope elements to this behaviour - you'd have to set them up yourself using events.

  • I started a year ago by referencing w3schools and doing many of the lessons in Free Code Camp. Once you've got the basics, I suggest you then move on to editing some of the standard plugins (copies of) to see how they are structured and how the c2runtime works with them. Google Chrome + F12 will become your friend. Also follow the steps in Developer Mode for previewing. Never give up and join the Discord sdk channel. Good luck!

  • Forthcoming update submitted for approval:

    v 2.00

    Some fundamental changes to the trigger conditions.

    Deprecated conditions

    (still present in edittime.js but they no longer do anything and did not add value to the plugin - use Box2D+ On Collision instead)

    Begin Contact

    Begin Contact With Obj

    Post Solve

    Post Solve With Obj

    End Contact

    End Contact With Obj

    New Conditions

    On Collision

    On Collision With Obj

    (On collision essentially replaces the End Contact)

    Is in contact

    Is in contact with obj

    (Is in contact returns true when touching / remaining in collision with another object)

    SOL support has been adjusted.

    Actions modified

    Revolute joint recreation now gives accurate location.

    Bug fixing

    Various minor bugs that were caused by layout restarts or changes when objects had been disabled or joints removed. Also fixed a bug where joints would not always be removed correctly on action.

  • Thanks for the bug report, - both bugs have been fixed and the updated plugins should be approved for release in the store soon.

  • Forthcoming update:

    v 2.00

    Deprecated conditions

    (still present in edittime.js but they no longer do anything - replace with On Collision)

    Begin Contact

    Begin Contact With Obj

    Post Solve

    Post Solve With Obj

    End Contact

    End Contact With Obj

    New Conditions

    On Collision

    On Collision With Obj

    (On collision essentially replaces the End Contact)

    Is in contact

    Is in contact with obj

    (Is in contact returns true when touching / remaining in collision with another object)

    Actions modified

    Revolute joint recreation now gives accurate location.

    Bug fixing

    Various minor bugs that were caused by layout restarts or changes when objects had been disabled or joints removed. Also fixed a bug where joints would not always be removed correctly on action.

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  • Update:

    Version 1.7 submitted to the Store for approval.

    Bug fix - collision filtering now works correctly.

  • jwilkins - it's my mistake - the filtering is broken. Give me a few minutes and I'll have a fix ready.

  • Oh my bad, thats not actually my game, I was just using it to explain how the lane mechanic works in it as theyre similar, my game is not nearly at that stage of polish yet.

    I purchased the behavior and am in the process of implementing it now, I'm having some trouble making sense of how to filter the collisions though. Do platform2 objects and solid2 objects only interact with objects of the same collision mask or collission category? I've tried that but it's not filtering them yet. What do I need to be doing to get that work?

    EDIT: I am fairly certain based on the tool tip information provided that objects with the Platform2 behavior are only meant to interact with other Platform2 or Solid2 objects with the same Collision Category or Collision Mask, but this is not happening, all of Platform2 objects interact with all of the Solid2 objects regardless of the category or mask value

    The mask and category number represent binary bit flags - if the flags, when AND'd, give '1' then they should interact, if they give '0' then they should not interact. I will do some more testing and get back to you - if the collision filtering is broken then I'll fix it this weekend.

  • Work in progress - warning of a minor breaking change in the next update!

    Hi,

    I am re-working the collision triggers for Box2D+ to fix a bug and to make it impossible to accidentally use the events in ways that are incompatible with the Box2D+ library. I have looked at what information is available, how reliably the plugin can create the information and what can be done with that information. From that, I am going to deprecate the following triggers:

    Begin Contact

    Begin Contact With

    Post Solve

    Post Solve With

    End Contact

    End Contact With

    And I am going to move the collision trigger to the standard c2 collision triggers

    On Collision

    On Collision With

    This means that all actions will be available after the collision trigger and the only other collision information that will be available, the Pre-Solve, can be used to cancel a collision as before. In the current plugin, it is impossible to, for example, set velocity to an object in an action after a collision trigger (the End-Contact trigger was 'adjusted' to enable this, but that has had a knock-on effect, because the End-Contact does not fire if the objects remain in contact at the end of the collision resolution).

    I will also add other conditions:

    Is In Contact

    Is In Contact With

    These will be true if the object is touching another object.

    Aside from making it impossible to accidentally use the triggers in ways that are not supported by the rest of the plugin, this will improve performance of the behavior a little (some of the collision listeners will be deleted - the removal of each will reduce the number of function calls per collision). I will leave the conditions in the editor so that games do not crash, but they will no longer have any effect and will be marked as *Deprecated*.

    I would be very grateful if you could let me know what you think of this - the changes might appear severe but I believe them to be necessary and I hope that they make sense / are acceptable...?

    Please let me know your thoughts - any big disagreements and good arguments will be considered, of course! Thanks.

  • jwilkins - your artwork is excellent!

    This plugin should suit your needs, for sure. You could set the collision categories and masks to filter the collisions for each lane.

  • v 1.20 now uploaded to the store for approval.

    Bugfix - some of the Collision with Object Type triggers were not firing.

  • Props to Colludium for being so fast with updates and eliminating issues! This behavior is very useful and is already saving me a lot of time setting up more advanced platform-style interactions.

    Thank you very much! I'm glad you like it and find it useful

  • gameba - thanks for the bug report! I'll take a look and get back to you as soon as I can.

    Edit - I have a fix, I should have it all ready later today.

  • Updated to v 1.3

    Bugfixes - some collisions were being incorrectly filtered out and the one-way floors had a glitch. All now good.