GeorgeZaharia's Forum Posts

  • i dont understand what your trying to do, if you want a stiff semicircular dotted thing that is stiff why not use a image that represents the dotted objects? like a fake container, nobody will know but you.

    PS you dont need high values of iteration to get them to be stiffed, i increased only the velocity iteration, to about 800 and position stiff to 80 so its around 10% of the above, but its as stiff as you can get and performance wise is pretty good, however if this project is for mobile i dont recommend the physics iteration, since can be very cpu intensive on mobile platforms.

  • I believe there is no exporter for Autodesk Maya 2017. There is an exporter for Autodesk 3ds Max, Blender and Unity.

    well yea 3ds max, its made by Autodesk Maya developers... i was confusing the product names, i meant 3DS Max

  • great tool man, need to add it to my C2 external tools! Your awesome!

  • [ i know of "ridiculous fishing" and probably many other games with that word on the title ... so in the end it is just that i had no better idea really ! > yea thats why i asked... i seen ridiculous fishing and many other google play games with the word in names but i guess its a 9gag trend or some new age kids joke that attracts them.
  • randomly

    i see now makes more sense learned a few things how to avoid checking negative numbers hehe, also i understand now what that

     ? :[/code:pvy8ja3c] means better and how to use properly! Thanks man.
  • > just disable the joint from the body

    >

    Yeah, but that would disable all joints connected to the body, not only the arm..

    R239 Capx

    i re-attached the limbs to the body on a order where you wold be able to cut them off without worrying to much about the body flying away... however no matter how many times you edit it..

    the problem is this : each Original point 0 is the point of gravity or point of weight of an object if you move it down the point of gravity will pull from that part

    imagine, you have a stick inside a iron ball and you can slide up and down the iron ball, wherever you move the ball that will be the center of gravity for the stick from now on...

    thats how image point 0 works... its complicated... to explain in forum chat... but i hope you get my idea...

    also object position in Layout editor matters when you create the joints... if positions are irregular then joint will be either to long or to short thats why the weird shakings and all that....

    image the joint being an invisible rope. hope my logic of it made sense to it... and the capx helped you in your project.

    Edited: also density which affects the way of world gravity and object heaviness is direct proportional with the density value you input and the size of collision box .... also the origin point 0 you have to have it dead center on X axes if you want things to be balanced...

    but not on the center of the image... but on the center of the collision box.... image the collision box as being the filled material of the iron ball from the above stick... if the ball is missing one part then its weight and gravity point changes ... physics behavior is very complex to explain... ... need to make a live feed for it or record a entire video.

  • You see the old plugin because you not unistall the SceneLoader Edition plugin from Html5/Exporters/Plugin , The old one use a different folder so when you installed the new one that have new folders not overwrited the old and you see both ones.

    Simply remove the old one "BabylonSceneLoader" folder from the plugins and you not will see the old plugin on C2.

    not only that one.. but also user/user/appdata/roaming/construct2/plugins/babylonsceneloader was still present and creating problems.

    i fixed it now, thanks

  • Full game link error

    APK on google play had to search a bit now i realise he had it attached to signature.

    Unknown Dino Developer items on gplay i remembered that when i searched it.

    Donald Cela why the Ridiculous title name? i seen some similar games lately... is that a google word trending now or something?

  • I'm asking a simple thing: What defines, in the files, the very first instance of a sprite you placed. If you say its UID, then it's bugged

    now you asked the proper question and i see your problem: see manual here ---> Common Features IID vs UID

    also simple explanation if you dont want to read the manual but i strongly recommend it so you understand better, but anyway this is my version of how i understand it:

    Each sprite type is defined by IID(index id), while UID (Unique id) is more of a counting order which its why it makes it weird for you since i guess when you spawn a new sprite, you also spawn a sprite of a different type or have a uid that is incorrect for that type of object...

    so by using IID instead of UID to get the right same type object expressions . that will get you the index number of the same type object.

    to ask your question simple : IID defines object types in C2 UID counts the total numbers no matter of type.

  • uid 0 is the first layout you create, which is the first "canvas editor screen" we create when we open a new template

    so if you add 500 objects in the project sidebar their uid will be counting from uid0+order of object created 1 2 3 etc

    but... while you stop creating objects 123

    and then create layout number 2

    uid of objects that will be added skip another 1

    since the new layout will have uid of last object placed objectuid3+1 which means the layout2 is uid4 which then objects continues with uid 4+1,+2+3 etc...not sure if im making myself understood. or if is the answer your looking for

    however what you are experiencing is more of a memory remain of capture of a first state, but again im not sure what wold you expect from it to do... it seems to be working fine as you explained in the pictures... there is nothing out of the ordinary unless your used with some other coding language that maybe was doing it different or had a different logic programming?

  • No, I'm saying that even if the very first created sprite in my project has the default width set positively and is scaled 1:1, the code generated ones spawn reverted. The code generated ones even take the instance variable values from another sprite placed somewhere else, dunno which, but not the very first one. So it's not taking the very first created sprite, but some random others

    ah yes now i see ...

    i think was mentioned before...

    i seen this problem myself also but its not really a problem but more of the ordinary things that where not needed to be fixed i guess cause seemed natural, and no1 complained/or everybody got used with it as in my case.

    what i seen is this: when you first place your sprite object in a layout,that is usually deleted on start of layout unless its the main player and u actually use it from the visual editor placement,

    anyway that very first sprite is affecting every other future code generated of same sprites for example if you first create a fish .. and on start of layout you delete it cause you dont need it...

    then you go create a random number of them doesn't matter under what condition... the new fish created will be exact copies as the one that got destroyed upon removal/ start of layout cleanup/ destroyed 1st on start.

    there is no way around it but ask Ashley here about this. or modify the way C2 engine works i guess. its a cache memory issue i supposed, or canvas cache memory history thing that its only saving the first state and form of a sprite.

    however i always patch this thing by adding a new action under the new created sprites if i want them to be flipped immediately after its created.. i added a condition for it to be flipped or if that is to many lines... just add a new line of conditions similar to this code bellow

    Fish on created ---------------- action for size/scale
    ============================
               if someconditiontoflipison - set flipped/height
    ============================
    ============================
              if someconditiontomirrorison - set mirror/width
    ============================                            
    [/code:1ctslyjf]
    
    since now it did not fail.
    
    but you said its taking some random other... that  makes me suspect of the browser cache you have ... do you use SaveGame System Function? or persistent/global objects? 
    
    Edited: i ask about any saving /caching issue because i seen if you save locally something and then try open a new capx version after you closed that or update a game on a website some cache remains are going to affect it.
    
    Edit2: all that explanation above made basically the same point you said just without the error.... lol .... i feel stupid for not stay and read till i get it right.... yes if its not acting as i said above and as you said... then its a cache problem.. that means... your game if its hosted on a website... and u updated a new version of it... you need to clear the cache history media or the data hosted thing... not sure what counts now... but for me cleaning that in chrome was fixing it.
  • wait so you are saying that if you set the width of the arrow to negative width its not mirroring it anymore?

    cause that is weird... i had made a card flip based on that and using the same inputs and it worked... you sure isn't something you have in the code that stops you from doing that? like setting the width and height to a surtain value everytick(or a Boolean that is always on which acts like everytick basically) ?

    let me test it first though il be right back. im using R240 atm hope you can open it.

  • good graphics... simplistic controls. i loved it, i want more

  • edited version

    in your case using revolute joints ... you dont have an update ratio that you can freely modify by just imputing a number in that parametter... i was thinking at distance joints ...

    but ...the update ratio here is reacting on how heavy the DOT is and how much friction elasticity it has... all physics values matter/image points/collision box are all affecting the way physics weight force/gravity is applied.

    hope my edit version is fixing what issue you had. click on dot object you have and check what i changed its mostly only physics values same for the Blue box

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  • I commented the same days ago and if i understood well, the 0.5 will have plugins of a "new mesh object", "new light object" etc... with all the creation tools the original SceneLoader has for creating new stuff from 0 and change it referencing the new objects created in C2 using events.

    I didn't know we can use at the same time the new plugins and the 0.2 one with all that functions, i have to test it

    im not using the 0.2 sceneloader version... i just installed the first addon... and the new 0.4 however it might be that the addon had some remains left inside and thats why i see the original old sceneloader plugin also... weird.. but the functions are still missing no matter what... but you said its going to be updated in 0.5 so i shall wait sorry for not reading the previewst posts... but the new posts are stacking at a high rate