lucid's Forum Posts

  • SOLVED!:

    tada!

    you have to disable collisions with other objects. I also had tried what deadeye said. I guess physics detects the collision even if you destroy the object first. not sure if this counts as a bug. you have to disable collision each time the new object is spawned however. or maybe it's destroyed. if someone can clear that up for me, I'd appreciate it. I suppose some expirementation might shed some light, but if someone already knows, I'd prefer not to go through the trouble. Does disabling collisions only work for the life of an instance? so if I destroy all box2s does that mean that box1 won't have collisions disabled to it? or is it that if I destroy all box1s, it forgets disabled collisions? or does it only disable collisions for current instances that in the playing field at the time? etc etc etc....either way, you can't just disable the collisions in the start of layout event. thanks for the answers guys, I had forgotten about collisions altogether after my initial test until I read the replies

  • due to the overwhelming response I thought I'd give an update to the question. I realized this only happens when replacing an object with a new object. I thought it might just be the result of starting an object from a stopping position, but this cap here:

    here

    shows that it's not. if anyone has any insight as to why the first cap does that shifty thing. It'd be much appreciated.

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  • hmmmm. there'd be no way to add atoggle for the new way so it wouldnt affect old caps?

  • if you want to move the light source around to where your mouse is on the screen for instance

    when you do set light x and set light y in bumpmapping

    you can't :

    set light x to mousex and

    set light y to mousey

    you have to:

    set light x to (mousex-sprite.x)/sprite.width

    and

    set light y to (mousey-sprite.y)/sprite.height

    or your lightsource will be in a totally different part of the world

    I'm saying it'd be nice to just be able to put mousex and mousey and be done with it

    OR, just be able to use the light object to automatically control the light source for bumpmaps

  • I was trying to post a response to this post about rotation when I realized a glitchy kinda thing about physics I had noticed before but not so pronounced. why when I set velocity does the object shift position slightly before applying the velocity?

    click for cap

    in the above cap file, you'll see when you apply velocity to this object it's changes position, if you remove the line that sets velocity it's obvious even though there's a swap of objects it hasn't moved...I can't figure out any logic to where it moves either so I can't shift it back.. besides setting object position breaks the physics engine. but if you click over and over it seems random where it shifts to

  • I'm not sure if I'm the only one who uses bumpmapping as much as I do, but it'd be cool if you didn't have to translate the screen coordinates every time for bumpmaps and heightmaps.

    it's not that hard to type every time, but I can't think of too many occasions when you'd want to think in the raw form anyway. I suppose all the scenarios needed to work it out correctly can't be built into the fx file, so maybe another light object with a toggle for bumpmaps, and you just move that around. one or two bumpmaps might not seem like a big deal, but if you want the entire game to be bumpmapped, and multiple colored lightsources and stuff, it's starts to get tedious to copy/paste that or retype it every time

  • thanks dead

    still doesn't really make sense though

    but I can work with it

  • can you try this one ashley?

    it's already set up to glitch

    link

  • I'm using a simple soft circle sprite with the magnify effect.

    it's supposed to look like this:

    when I applied motion to it, it started looking like this:

    sometimes when it bounces at just the right angle it'll go back to normal for a second, but usually not

    the strange thing is when I cloned the sprite, the clone looks right all the time

    these are two exe's with the glitchy and non glitchy versions

    the capfile is set to nonglitch, to make it glitch, set the blackholeinner to "invisible on start", and uncheck the same box on blackholeouter to make it visible

    GLITCHY EXE

    NONGLITCHY EXE

    CAPFILE

    EDIT: UPDATE: the nonglitchy clone was set to

    always - "position to object" to the glitchy one, and it looked fine

    if I directly apply the same motion (the ball behavior) to it, it gets the same glitchy effect. I guess the workaround would be to always use an invisible sprite to control the motion. but is there a reason this happens, or is it just a glitch?

  • wow

    what are the odds

    thanks!

    saved me some headaches!

  • not sure if it's been said before, or if there's a good reason for not being able to do it, but being able to see a 3d view of the 3d boxes in the editor would be useful for placement and such

  • is it possible to make a sprite out of canvas contents at runtime?

    basically, I want to be able to use distort map on something drawn on the canvas

  • thanks for the info ashley. I may just have to find a more efficient way of doing things. I've got a really killer look going right now though, this is going to take some real innovation to reproduce. I really love construct...it's awesome.

  • now you know how they felt when they made crysis

  • got it. I see how to get it back now

    nevermind...thanks