elisamuelps's Forum Posts

  • Wow... That was Fast! Thanks allot for it! you are the best =)

  • Hey! It's possible to port this shader from shader toy? many people will be thankful for this one.

    https://www.shadertoy.com/view/MdSGDm

    I know this shader has no texture, and the target object is drawn. and that's the problem to make the port, it may be possible to change the disk vector object in this shader with any construct 2 object?

    Thanks =)

  • Problem Description

    On both physics engines, when let's say... object "A" is already in the layout and this object is sleeping, if you use the action: "Disable Collisions with other object", the action will not work on the Object "A" causing to have the Collisions Enabled with the object "B" until the end of the layout, or until the object collides again with the Object "B" with a strong physics impulse.

    Attach a Capx

    https://drive.google.com/file/d/0B-NwHyj4UVYiTzcxY0w1SzJ6Nlk/view?usp=sharing

    Description of Capx

    The Instructions are Very Clear, key 1 to Disable Collisions, Key 2 to Enable Collisions, Right Click to Enable a Object, Left click to drag. The Problem is visible when you disable the collisions, the initial green squares will stay in the same place and the newly created squares will have this option working.

    Steps to Reproduce Bug

    • Put the Physics Object to sleep mode. (Achieved when the object makes contact with the Purple Floor)
    • Press Key 1 to Disable Collisions with the Purple Floor.
    • Tadaaa! Bug D:

    Observed Result

    The Squares will stay still forever until they are moved from a distance (with left click drag) , or the layout is restarted, even when a newly created square collides with the sleeping square, the sleeping condition will be disabled for a while, but they will stay still.

    Expected Result

    I expect that when you enable or disable collisions with object "A" to "B" and the object "A" is on sleeping mode, the object "A" will pass trough the object "B", so the disable collision action works.

    I know that the physics engine works on this manner, but it will be helpfull if a new physics action to wake up a physic object is added.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    R198

  • Gearworkdragon

    Various methods been mentioned in the thread.

    But the whole idea is to support multiple floors in the same layout.

    > Gearworkdragon

    >

    > Various methods been mentioned in the thread.

    >

    > But the whole idea is to support multiple floors in the same layout.

    >

    > This can add more dimension and litterally extra depth to games.

    >

    This can add more dimension and litterally extra depth to games.

    lennaert

    Everade

    Take a look into this, someone did a platform behavior that does object filtering by layers, maybe we can make our own collision filtering behaviour, using this as a base:

    The Platform Behaviour modified by paco is outdated now because scirra added more functionality to the official platform plugin, but this one can be reworked =) good news.

  • Hello, sorry for necroposting this, but I'm also interested on the solutions posted here to make up for the lack of collision filtering option on solid objects on multiplayer objects, on my case I have a multiplayer shooter game with a Z index position, similar to a isometric projection.

    Before I've read this post I had the same problem with the collisions, the solid object behavior and the peer-host player collision filtering.

    Here is a Screenshoot ingame of how the game plays and the player makes the movement of the Z axis Value.

    [attachment=2:343ibqtr][/attachment:343ibqtr]

    Basically I did a temporary solution to my problem with invisible Collision Masks and Events, something like this:

    [attachment=0:343ibqtr][/attachment:343ibqtr]

    Then, the player shifted between the Z Axis Index pressing up and down keys, using instance variables was easy...

    But there was a involved problem when let's say player 1 is walking on the stairs (Example-2) , and player 2 is on the same place but on a different Z Axis Position, this resulted on player 1 falling trough the stairs because the collisions are being disabled.

    [attachment=1:343ibqtr][/attachment:343ibqtr]

    So I was looking to a solution, to this Solid Behavior Being Global, and I've ended up here.

    I wanted to check out the tankwars approach but the Dropbox link is dead can someone please reupload it again?

    I have another idea to make for this solution, but I need the link.

  • Hey Rex, First of all thanks for this great plugin, I'm trying to use the canvas object with this plugin to emulate realtime ambient lighting like the one on this article:

    http://www.gamasutra.com/blogs/OliverFr ... ghting.php

    But I'm having problems in doing so, mainly because this plugin only works when the layout is created and I can't redraw the gradient on the canvas in realtime, aka: every tick or every "x" seconds, this is a feature that the canvas plugin can do by itself with the "fill canvas with gradient" action.

    Can you please solve this, so I can redraw the gradient in realtime?

  • Well, the cheapest way to achieve nice effects is pre-rendering your particles with animations, for example let's say a explosion animation with 10 frames on 64x64, or either way you can make your own mini particle system spamming sprites every 0.2-0.3 seconds, put a fade out behavior on the particle object at the start. Construct Classic it's different because it used another renderer, it was made with directx, Construct2 Works with Webgl wich is indeed Opengl. they are very differents in matters of rendering

  • Meh, no computer can handle this method you are using to actually represent the fire, every tick means always, so it will spam lots and lots of sprites on screen, 60 fps = 60 ticks X 3 Sprites = 180 sprites per sec with additive blend! No computer can handle this! if you want to use juicy effects i suggest to use the particle object, or you can also pre-render the particle effects, that way your game will run smoothly. On this way the truth is that no framework can handle this what you are doing.

    I belive this will be helpfull:

    read this: https://www.scirra.com/manual/134/performance-tips

    and this: https://www.scirra.com/blog/112/remembe ... our-memory

  • I have the same error, I've edited my project XML to delete the conflictive events, but now I've read this, what I can do to solve the problem? I'm working with urgeny and I can't do anything.

    Edited: To fix the problem just open your .caproj with textpad and find "sounds-folder", replace all the "file-folder" with "sound-folder", same with music folder, replace "file-folder" for "music-folder" now my project opens and works like a charm

  • Hey, thanks I've checked up and it's a bug on r185 Beta, I'm not using asm.js to make the physics simulation. Only Box2d, also none of my collision points are wrong, I've put all on bounding box and the error it's fixed, but since I'm using more than 8 collision points I stopped using asm.js... Well when I Change on the project properties the physics engine It seems that it doesn't change at all, so the engine is using asm.js even if on the project properties bar I change the value to "box2d".

  • Well, I've recently installed the lastest version of C2 (r185) Beta, and when I chose to test my game I get the following error:

    Uncaught node.js Error 
    
    Assertion failed: 3 <= count && count <= 8, at: Box2D_v2.2.1/Box2D/Collision/Shapes/b2PolygonShape.cpp,122,void b2PolygonShape::Set(const b2Vec2 *, int32) at Error
        at Error (native)
        at x.___assert_func (http://localhost:5004/Physics_behavior.js:233:28)
        at dc (http://localhost:5004/Physics_behavior.js:213:73440)
        at nQ (http://localhost:5004/Physics_behavior.js:214:142833)
        at Q.Set (http://localhost:5004/Physics_behavior.js:482:367)
        at createPolygonShape (http://localhost:5004/Physics_behavior.js:568:11)
        at behinstProto.createBody (http://localhost:5004/Physics_behavior.js:1469:24)
        at behinstProto.postCreate (http://localhost:5004/Physics_behavior.js:1083:8)
        at Runtime.createInstanceFromInit (http://localhost:5004/preview.js:2964:28)
        at Layer.createInitialInstances (http://localhost:5004/layout.js:1363:25)[/code:h0c7bjiz]
    
    This Happened on Node Webkit and Google Chrome, on firefox the screen freezes and nothing more happens. I've disabled all the Physics, and when i want to use an object with physics on my project I get this.
    Thanks in Advance.
  • Ooops... I'm on the wrong Forum, It is Construct 2 General Related Stuff, should i delete this thread? or pllease anyone can move this thread?

  • Hey, I'm making a 2D Shooter Platform Style game and I'm currently in a trouble. Mostly Because between each shoot I need to make the mouse moving upwards or downwards to simulate the weapon precision.

    This is something similar to "change" the mouse position to the position you want on windows, for example towards a button.

    Hopefully the C2 Developers can help me with this, It's Possible on the web platform? can you implement it on the next relases? I belive me and more C2 Users will find this usefull.

    Thanks in advance.

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  • elisamuelps

    im glad i was able to help n.n

    please... make a great game, it looks very interesting n.n

    Thank you allot =) we are making a 2D Moba with shooter elements on it, soon I will start a kickstarter campaign, hmmm if you want to know more, our facebook page is this: https://www.facebook.com/ReInventionV

    There isn't enough content to show right now, but soon i will put some news on this forum <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • no idea. yours is a basic question. maybe you can find the answer on FAQ

    No, I've checked FAQ questions, and this type of question is not on the Thread.