gagathos's Forum Posts

  • 10 posts
  • Just a thought, for visual design-- you could use a placeholder sprite for visual design (it might look the same as the exact one) and you can even have it have some interesting attributes for the creation of the actual object.

    Then on layout start, you iterate through the objects in your designed layout and spawn a new object (with its container) at the same location, and destroy the placeholder.

  • Not sure you can get this without some kind of custom plugin-- Round geometry is really hard to emulate using points (which is why we have the "circle" collision box setting)

    It would be cool if you could specify arcs between points in the collision editor. Maybe one day. It will allow us to make domes and other objects that are only partly round, or concave.

  • I created a video on how to make a quick "editor" type interface.

  • That was it! Sorry for some reason I thought this was a behavior.

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  • Does this still work for the latest version? I get an error

    "Unable to load behavior in rex_nickname: Found 'GetBehaviorSettings' global, but it is not a function

    This behavior will not be available in the editor

  • Update: I solved this bug by doing every X seconds instead of every tick. It must have been changing too fast and messing with the mass calculation or something.

  • [attachment=0:crle22ea][/attachment:crle22ea]

    So I am trying to change the density of an object on the fly (increment it) when it is below a certain coordinate When this is triggered the object just stops moving! Debug shows the density increasing but with a long decimal number; It also shows VelocityX doing something strange. It goes up then starts approaching 0 (but never reaching it). It also seems to glitch collisions even though the sprite appears to be there.

    If I change density manually in the debug window it does not do this. Also, if I remove the reference to the previous density it also does not do this. I think I will have to use a global variable to get around this.

    Has anyone else experienced this?

  • I'm not sure this game is going to be a physic simulator but I'm experimenting

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  • Physics are built in with most of the functions you'd want. There is a way to write your own plugins as well if it doesn't have everything you want.

    Movie clips I believe I've seen plugins for that but I'm not sure they export to all platforms. I would check the plugins store and forums.

    Honestly, this will save you a lot of time even if you don't use it for your final product.

  • Looks like Tristram from D1

  • 10 posts