Colludium's Forum Posts

  • Use Phonegap cloud build. No drama, no need to install anything, you will only have to create some icons and edit the config.xml file. If you have a Mac then you can get it to create the .IPA for you to upload as well.Tutorial

  • Sigh. And hurrah! I've managed to get PreSolve functions to work without causing a massive performance hit. This means some extra events will soon be available in the main plugin, so you'll be able to carry out your own collision filtering at runtime (in addition to mask bits and collision index). It also means that I'll have to do a slight re-write of the Platform helper behavior that was approx 85% complete. Instead of raycasting all over the place and taking control of the Collision Index filter, it would be more efficient to use the PreSolve function.

    My real work has been getting in the way of my work on this plugin lately, so progress has been slow - I expect to have it ready in a few weeks. Sorry for the delay, but I have changed my mind about releasing it early in case any more potentially breaking-changes are made between now and its release.

  • Thanks, milkstudio

    Just to let everyone know that the platformer assist plugin is coming along and should be ready at the end of the month, along with a wall/floor assist plugin (equivalent to the solid / jump-through plugins) to compliment each other.

    I'm going to over-ride the ability for the programmer to set the collision shape for the 'player' object because it's very easy to create shapes that will catch on floor corners. The one-way doors and floors will over-ride the collision index settings as well. More to come next week.

  • Are you using physics? If you are then box2d has an 8 vertex limit, so the plugin divides up any objects with more than 8 vertices into different fixtures. An object could have many fixtures all sitting next to each other to make the overall shape you want. If you use more than one object then it's likely that you'll use more fixtures than if you had used one object instead (depends how the object's are divided up).

    I'm making a physics plugin that will be able to help you with this. Check it out in the work in progress forum (Box2D+).

  • I think it's been a problem for a while. https://github.com/nwjs/nw.js/issues/1712

  • I guess things have changed in 2 1/2 years.

  • spongehammer, Waltuo, totoyan - thanks! And yes, you could make up a body of different densities by joining different objects with different densities using the assimilate joint (join them as fixtures). There's no way otherwise to set the center of gravity, but you can get it.

    Platform behavior is coming along. I expect it'll be ready in a couple of weeks if I can find time to work on it. If there's going to be a further delay then I'll release the main plugin and promise to follow up with the helpers asap.

  • Ok. Quick update. A platform behavior capx is all well and good, but I think it's a little complicated for a beginner to use. So I'm going to make a helper plugin that'll control the platform movement as well as making it easy to manage one way doors and floors. This'll take me a couple of weeks go get right, then I'll be ready to release the whole package. Cheers.

  • Prominent - good advice. I've now added the following expressions:

    • Joint anchor X. The anchor x position of the joint on this body.
    • Joint anchor Y. The anchor y position of the joint on this body.
    • Joint Type. The type of joint, using Box2D labelling. 0=unknown, 1=revolute, 2=prismatic, 3=distance, 4=pulley, 6=gear, 7=wheel, 8=weld.
    • Other UID. The UID of the other object connected in this joint.
    • Joint other anchor X. The anchor x position of the joint on the other body.
    • Joint other anchor Y. The anchor y position of the joint on the other body.
    • Joint anchor distance. The distance between the anchor points for each body in this joint.
    • Joint ratio. For gear and pulley joints, returns the joint's ratio.
    • Damping coefficient. For distance and wheel joints, returns the joint's damping coefficient.
    • Spring frequency. For distance and wheel joints, returns the joint's spring frequency.
    • Distance joint length. Returns the natural length of a distance joint.
    • Revolute angle limit. Returns the +/-angle limit, if set. Returns -1 if no limit is set.
    • Joint count. The number of joints on this object.
    • Joint type at Index. The type of joint at Index in the joint list for this object. 0=unknown, 1=revolute, 2=prismatic, 3=distance, 4=pulley, 6=gear, 7=wheel, 8=weld.
    • Tag at Index. The tag of a joint at Index in the joint list for this object.
  • I could add those easily, I think. What would you like to be able to do? Use a joint tag to get the UIDs of those attached by the joint, get UIDs of other objects attached to an object, get joint X and y positions by tag?

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  • Cipriux, please download the plugin again. I've added a linear tween option.

  • Unfortunately, Prominent, there are no methods in the library I am using to enable access to the emscripten joint reaction force values.

  • Thanks Cipriux! I'll add the linear type tween asap.

  • Instructions!

    The plugin will be ready in the next couple of days!

  • Colludium - That custom collision box drawing is awesome. Can that be done at runtime? to build / change collision box shapes on the fly?

    Thanks! Yes it can. I have an example where you can draw shapes - follow this link then click on the button at bottom left ("Draw Shapes") and you can see it in action. The hull is contained in an array of vertices that can be loaded directly into the plugin to form the outline (it loads as array.AsJSON). The plugin will include a capx of the editor and it will also have instructions that explain how to use it.