Colludium's Forum Posts

  • Colludium I tried the platform behaviour and flow but got this when previewing. I only added a sprite and put the bahaviour on it. Any idea why?

    You also have to have the Box2D+ behavior on the object - I'm hoping that you don't...?! Just in case, I'll amend the behavior to work-around this. Give me a few minutes.

    Edit - it was probably a bug with the Platform helper behavior. Please re-download and it should be fixed.

  • Awesome plugin. I have a minor inconsistency to report - the editor properties lists from edittime.js are not migrating correctly to behavior.js. I think that this is my fault for not using carriage-returns to divide the property_list values.

  • gameba - thanks for the bug report. Had me concerned for a while, but thankfully it was caused by floating point errors in the polygon decomposition function - that polygon shape in frame 2 was perfect to reproduce it, for some reason.

    Update: v1.05

    Bug fixes:

    Floating point error compensation in the complex polygon decomp function

    Fix possibility of incorrect object refs causing errors when they are destroyed

  • There is probably a simple fix to this problem but I can't fathom it. I have a local server running from IIS with a certificate recognised by Chrome and I can browse through my files from there no problem.

    CORS is enabled by adding the following to web.config:

    <httpProtocol>
        <customHeaders>
            <add name="Access-Control-Allow-Origin" value="*" />
        </customHeaders>
    </httpProtocol>[/code:18nb6zhp]
    
    However, when I enter the localhost url [i]https://localhost:65432/Myplugin/addon.json[/i] into the addon manager I receive the following error message in the console:
    
    [code:18nb6zhp]Error loading addon JSON:  TypeError: Assignment to constant variable.
        at d.!vcY (main.js:73)
        at <anonymous>
    !G.!EA.then.then.catch @ main.js:154
    Promise rejected (async)
    o.!Dy.then @ main.js:154
    Promise resolved (async)
    !ssA @ main.js:154
    !ssk.onclick @ main.js:154[/code:18nb6zhp]
    
    Can anyone shed any light on this please?  Thanks.
  • Thank you for this fantastic tool!! Kudos for creating this and making it available - it's saved me hours of work .

  • Platform behavior now available! Box2D+ updated to accommodate it. Please check out the download page for more details and report any bugs you find.

    Download.

    Discussion thread

  • It's done! This is a helper plugin for Box2D+ that gives you full control over a Box2D+ physics object so it behaves like a player with the platform behavior. This mod comprises 2 plugins:

    Box2D+ Platform

    Behaves like a top-notch platform behavior.

    Box2D+ Flow

    Controls doors and floors for one-way collision filtering.

    This works with minify and gives good performance on mobile phones - no stuttering/jank on my testing. Check out the demo and instructions, links below:

    Demo. If you're on mobile then you can use screen controls.

    Instructions. Please read them so you know what's involved.

    To obtain a free copy, please visit the link below to download the latest version. NB that this requires Box2D+ and will not work without it.

    Download.

  • Bug fix version 1.03 now available. Fixes:

    • Hotspot offset error when assimilating objects with polygon shape selected.
    • A 'feature' of the Box2D+ library is that weld joints cannot be created on dynamic objects that have prevent rotation selected. I have no idea why... Work around implimented - if you action a weld joint on such an object then the plugin creates a limited revolute joint instead. You should not notice a difference.
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  • Problem Description

    Backed up by this post. C2 now takes an age to start. In fact, my Windows machine starts from cold faster than C2 does... But it wasn't always this way.

    r239 - 8 secs

    r244 - 11 secs

    r249 - 23 secs

    Attach a Capx

    N/A - C2 editor performance issue

    Steps to Reproduce Bug

    • Start stopwatch
    • Start C2
    • Repeat with r239 and compare.

    Observed Result

    r249 is much slower to start.

    Expected Result

    Start times should be similar between releases.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r249 64 bit

  • Keep an eye on my Box2D+ plugin in this thread. I'm working on a platform behavior helper plugin that will supplement Box2D+ and allow you to control an object in the same way as the platform behavior, but (of course) it's a high performance physics engine as well. The helper plugin should be ready in the next few weeks...

  • gameba,

    I have added an assimilate joint demo to the examples.zip. Please download to view an example of how to use the joint.

  • Corrected string entry in Actions: Bits-Category string and Bits-Mask string. Enter the 16 flags as a string of 1's and 0's - it's easier to visualise.

    Thank you, now I understand Bits

    Can you share me capx demo here http://box2dassimilatedemo01.bitballoon.com/ ? I want to understand "Assimilate joint"

    I created 2 capx to test here:

    test BOX2D+ capx here: https://drive.google.com/file/d/16A-TPX ... p=sharinag

    test PHYSICS capx here: https://drive.google.com/file/d/17JQcRP ... sp=sharing

    I tried to set higher value at Action "position Iteration(3000 or more)","velocity Iteration(8000 or more)" but the sprites move inaccurate. I test with Physics behavior of C2, Its move accurate, rigid. Is it a bug?

    Good re: collision filtering.

    Velcocity iterations default is 12 and Position iterations default is 8. Setting these numbers so high will possibly cause jank in complex collision situations as the engine resolves floating point values to no visible effect, I expect. It won't make any joints more solid, unfortunately.

    The weld joint in Box2D+ is good for attaching 2 or 3 objects together, not long chains of objects. The standard physics engine appears more stable using limited revolute joints. I will provide an example of assimilate joint use later today (I need to recreate the demo capx, so give me a little time).

  • gameba - I forgot to add - there is an Action that allows you to enter the Category and Mask Bits as strings.

    Update to v 1.02

    Corrected string entry in Actions: Bits-Category string and Bits-Mask string. Enter the 16 flags as a string of 1's and 0's - it's easier to visualise.

  • Updated to v 1.01

    Bug fixes:

    Minor changes to editor text

    Group Index now can be set to negative values (d'oh!).

    No breaking changes.

    Please re-download from the store to update.