Genesys's Forum Posts

  • 1. Object[Physics].GetSpeed | GetTorque

    2. Conditions on physics -> Compare speed | Compare torque | Compare angular velocity and so on

    3. If I have 2 instances of 1 object, I would like to set different Attributes on each instance

  • That sucks badly.

    Anyway thanks..

  • Hi,

    Since I can't download VS by dreamspark (I'm a student, but can't download because i'm in Italy and there isn't my school listed), can someone make a little modification on the physics plugin?

    I need the Angular Damping without the 0-100% limit.

    Can someone help me, please?

  • No, ODE isn't multithreaded. But nVidia PhysX is based on multithreading, and also can be accelerated with nVidia physX capable video graphic cards. Otherwise the engine will use the CPU processing power, using multithreading obviously.

    http://developer.nvidia.com/object/physx.html

    It's the most advanced physics engine in the world by now, I think.

    Also note that is free for commercial and non-commercial use (just have to pay for the source code of the SDK, but the non-source code version (bin) is completely free).

  • ODE can be used for 2D, in fact Game Maker (a 2D game editor) can use it with a DLL for 2D games, and I also used it by myself. So ODE can be used for 2D games too.

    Anyway ODE has nearly everything, like fluid simulation, and also the physics is way more precise, nicer and faster than Box2D.

    p.s.: http://www.ode.org/users.html

  • Hi,

    ODE (Open Dynamics Engine) is an advanced free physics engine. Is this a good idea to make an ODE plugin for Construct 2.0?

    Box2D is nice, but simple. ODE can be used for more advanced tasks in a physics simulation.

  • I was working on something, but then I made some art with the crash

    I want the Crash Plugin for making those things

  • I think the best solution is two renderers, DirectX and OpenGL. DirectX is much more compatible with Windows than OpenGL (that's why some graphic cards have problems with OpenGL). Instead, OpenGL is much more compatible with Mac OS and Linux, also iPhone uses a reduced version of OpenGL so it can theorycally be imported for iPhone too (Maybe 3 renderers?).

  • It's more like a Game Maker for PSP. Nice anyway.

  • Nothing more than the old DS, just like from PSP 1000 to PSP 2000+, PSP 1k had 32 mb RAM and PSP 2k+ has 64 mb, but games obviously havn't changed because PSP 1k owners must play the games like all the other players with PSP 2k+ consoles.

  • If the PSP had touchscreen then it'd been the best portable console ever, since it has not only homebrews like msn and scummVM (if i remember correctly), but every emulator and just everything. While PSP has the DS emulator, the DS can't emulate the PSP, since the PSP is way more powerfull. (And that's why the DS battery lasts longer)

    Just watch the technical specs:

    CPU: PSP CPU (1-[b]333 MHz[/b])
    
    Memory:
    [b]64 MB Main Memory[/b]
    4 MB embedded DRAM
    
    Display 4.3 inches (16:9) full-transparent type, TFT
    drive,
    [b]480 x 272 pixel, Approximately 16,770,000 colors
    displayed[/b]
    [/code:3ns288qp]
    
    Every function, every game, everything!
    Obviously this is just my opinion, because I had a PSP and it is the funniest console to play.
  • 0.99.x use another rendering engine, not the 0.98.9 one. It's faster than the old one but I've come to the conclusion that this is also more unstable.

  • Hi,

    My feature request is:

    Make the parameter "Not affected by time scale" with the optional "true" or "false" obviously on every object.

    Why that's useful?

    Because if someone want to make a "bullet time" effect, but doesn't want the player to be slow too, then he just need to set "Not affected by time scale" to "true".

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  • You are running "Fraps" in the background. This is not the Construct's FPS counter.

  • Then again, there's Chinatown Wars for DS. Wow.

    Now, for PSP too:

    http://www.rockstargames.com/chinatownwars/view/article:psp_screens