Colludium's Forum Posts

  • What error messages do you get when running the game in the cocoonjs app from a zip? Assuming it represents cocoonio compilation.

  • It's not possible using a particle object. You could create sprites as particles using events and give them either the bullet (bounce off solids) or physics behaviour.

  • If you've moved either object then it's worth setting velocity first, then create the joint. The order of events might not matter, but I think that's the most logical.

  • It depends on what you need your custom movement to do If you're accelerating/decelerating an object, checking for solid collisions and simulating gravity effects on trajectory then I would wager that there would be not much difference between bullet and doing the movement custom in events. If you're just moving something in a straight line with zero accel etc then bullet will add a small overhead.

  • If you move physics objects (using non-physics events) after they have been declared to the physics engine then they are given huge velocities because of the distance they move in one tick. If you move them you need to subsequently assign them zero velocity to negate this effect.

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  • This is a problem I'm seeing with a few programs - and I think it's more to do with the poor W10 graphics driver than it is with how they are constructed. Each time I restart the computer from sleep everything is squashed up into the top left of the screen... I agree that, although irritating, there are a bunch of other things that should be addressed first.

  • I think what's unintuitive, or little known, is that you can add positive and negative numbers into the parameters windows when setting up the joint. Have a look at this simple example to see what I mean.

  • I think the angles of freedom of a limited revolute joint are relative to the angle from ObjA to ObjB, at time the joint was created.

  • I wrote my own physics based platform behaviour for Umbra. It was challenging... However, that started as more of an experiment before it took on a life of its own. The physics engine is not expensive on performance (desktop) and there's nothing wrong with using physics and platform behaviours together on screen, as long as you don't use them together (against each other) to try to move objects around. It all depends on what effect you want to create.

    Edit: assign physics and solid to families, and use hidden sprites to assign the behaviours to complex/static objects. Just a suggestion...

  • Problem Description

    If you mirror or rotate a sprite image in the editor then the origin moves as you might expect. The origin position coordinates do not update with the new position. You have to close/open the editor to get them to refresh.

    Attach a Capx

    No need - use blank project.

    Description of Capx

    -blank-

    Steps to Reproduce Bug

    • Set sprite origin to a non-centre position
    • Rotate/mirror/flip the image
    • Observe origin coordinates

    Observed Result

    The indicated coordinates do not update to reflect the new position of the origin.

    Expected Result

    The coordinates should update to show the correct origin position.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r216 64 bit. This happens on r216 32 bit version also.

  • I agree, and setting a variable to 1 or 0 is simple enough, of course, whether it's a boolean or not. A simple work around for of you need to toggle a boolean/ivariable without having to check it first:

    Variable1 = (Varable1 + 1) % 2

  • Congrats and I hope it does well!

  • I agree with It seems like technology has evolved only to complicate game play/export options. It's not ideal to have to tell customers that their 2 year old laptop is not supported by your nw.js game in full screen, so they better go back to playing GTA on it instead, lol....

  • - that makes total sense; thanks!

  • jobel