JohnnySix's Forum Posts

  • I replaced the impulses with forces, as forces are applied slowly over time, I also replaced the non-physics rotation with physics-based - the angles seem reliable now.

    May have also thrown in some rocks and bullets [ space to fire! ] <img src="smileys/smiley36.gif" border="0" align="middle">

    http://www.johnnysix.net/games/shh/

    CAPX http://www.johnnysix.net/games/shh/Shh.capx

  • After many attempts with limited revolute joints and applying forces, I was wondering if anyone had made any attempts to create IK solvers in Constuct 2.

    Searching the forums/manual/tutorials dug up a few old threads on intrusion style puppet models, so I was wondering if anyone had yet brought that over into Construct 2?

    Looking at a few demos of box2d on youtube there are some great examples of cars with suspension, and even a fully working (if a little buggy ) tank track system with physics based tracks.

    Here's my broken thing at the moment - if I had an IK solver, I could get the legs to adjust to the ground nicely, without them flailing around limply as they are at the moment.

    [tube]MUIdaBH_xcw[/tube]

  • It's a beta version - the latest is actually r117. :)

  • haha, updated link! :)

  • So - I get one of two outcomes, depending on how I attach:

    <img src="http://johnnysix.net/games/rrj.png" border="0">

    <img src="http://johnnysix.net/games/rrj2.png" border="0">

    Is this not possible, or is there something I'm missing?

    Test game [ press space while holding mouse to spawn a tank ]

    http://johnnysix.net/games/rrj/

    CAPX :

    http://johnnysix.net/games/rrj.capx

  • I've not managed to actually get anything published to a testable APK on appmobi, but you can get the screen edges by using ViewportBottom,ViewportTop system variables to align things.

    The rest, like UI, backgrounds etc can then be scaled/repositioned to get a layout that fits into the various aspect ratios.

    My phone is 16:9 but ipods seem to be at 4:3 still.

  • 0 is right, which is why a lot of the suggestions would make excellent additions.

    Something I struggled with a while back was making a radio style dial for volume / balance - trying to calculate mouse to angle by adding degrees became more complicated than I thought as 270 is up, and trying to work out the maths to create a range from 0 to 100 from a range of 270 > 0 then back to 270 , all became a bit too much! haha

  • I tried registering for the appmobi forums, but am still awaiting activation.

    Do the appmobi guys still frequent these boards occasionally?

  • Anyone else successfully published via appmobi?

    Testing, emulating and the general pipeline work great. :)

  • Are they physics based ? Probably best to post a capx or a screenshot of the part where the extra ball is spawned.

  • Is it possible to test games on Android yet?

    I just read in the tutorial it direct canvas doesn't work on Android, however if I export a project without direct canvas, and upload to the XDK, I just get a blank screen.

    Do I need to publish the game to google play to test it?

  • R0J0hound - thanks so much - I wasn't expecting a working example, that's brilliant! <img src="smileys/smiley1.gif" border="0" align="middle">

    I did a quick experiment combining it with the Physics tank and it works amazingly. <img src="smileys/smiley32.gif" border="0" align="middle">

    Click image to play.

    It makes more sense to me now the way you presented it, thanks for taking the time to create the demo. <img src="smileys/smiley10.gif" border="0" align="middle">

    Arrow keys move the physics tank, recoil is calculated at a reduced amount based on the velocity of the ball.

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  • I'm having trouble deriving the equation for the target area.

    So for example, when you place the cursor over a target, the barrel would aim to get the shot at that point, compensating for gravity/drag.

    Or failing that, how I'd go about scaling a circle to roughly approximate it, given the known variables of starting velocity,angle and gravity.

    I guess the simplest way would be to do the invisible bullet thing, but with a lot of other physics things going on, I didn't want to slow it down too much.

  • Here's the cannon :

    http://www.johnnysix.net/games/parab.capx

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • http://www.johnnysix.net/games/UFBFALL.capx

    I changed the grid up a bit so it's all linear 80/80 and 6x10

    There's also a small wait time, which prevents missing blocks being regenerated.