neonyx's Forum Posts

  • 14 posts
  • Hi there. Here on the forum I found this project by R0J0hound: dropbox.com/s/p9fdgbpk59dvc4h/verlet_4.capx

    This project creates a rope from tying together generated objects. Now, I'm trying to be able to generate and launch (by a click) more ropes that will stay hanging from the ceiling, but the problem is that the previously generated objects (with previous ropes) start interacting with the objects in the newly created rope. How could I generate new ropes without affecting the ones already created? (If that is possible in C3)

    Here is my edited project:

    dropbox.com/s/djuzprlgpdcpl8p/Rope%20Project%20e3%20v2.c3p

    And when I press C to get a new rope, the old one interacts with the new one, I know I'm doing something wrong, but I'm trying to figure out what.

    I'm just trying to get a new rope every time I press C without affecting the existing one.

    Thank you very much for your time and help.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thank you very much. I will experiment with that and will see if that works for me :)

  • Sure I understand that. Will try to find out a solution, and if I will, I will post here the result. Thank you very much!

  • It's a pretty cool example, but it won't work with solids or physics.

    You can make a chain with Physics:

    https://howtoconstructdemos.com/create-a-realistic-chain-or-rope-with-physics/

    But note that Physics is not compatible with other behaviors like Pin or Solid. So you will need to use physics joints instead of Pin and immovable objects instead of solid.

    This method works too, but there are some bugs, if the car have a bigger speed then the chain starts to broke, and also if I apply gravity to the world the chain will be always down,it have inertion but it is alwais directed down, if I apply gravity 0 the chain will go around the car but the inertion will dissapear.

    My goal is to make the chain stable and also to be able to apply inertion to the chain and hook depending by movement of the car for example:

    --- if the car goes forward then suddenly turns right, then the chain will go from inertia to the left and vice versa, and this regardless of the speed of the car and the weight of the hook. Also wanted to do that with physics because want to to make chain to bounce or to stop when it hits immovable objects etc etc.

    filetransfer.io/data-package/MXMuzXxb

  • Also forgot to ask. Here in the project, the chain is from the start in full length. What I need to do to make it grow in lenght and then to make it short again, I mean to simulate like you tighten the chain back?

  • Hey everyone. I try to make some kind of rope or chain with physics. The main idea is to pin one side of the rope to the car, and on the other side during gameplay to pin an object when you will make a hook, and after that when you drive, to make chain and object pinned to chain to move behind the car with inertia. And for example when the object or the chain chit an pbstacle to bounce of it. Applying Physic behavior do not work for me. Maybe this method of making chain is not a great choise? Maybe there are a better pethod to make a durable chain with stable physics and with colision with solids? Thank you very much!

    PS here is the c3p.

    filetransfer.io/data-package/2VCwFTkH

  • Do you need tween? What is this specific way you need to move the enemy?

    Well, after some research I think I will use Tween but with cubic() or qarp() to define my own movement instead of the "eases" available by default in Tween behavior. Also I will disable the Grid Movement while I will use Tween (in this case Tween works) I hope that will not cause bugs xD

    About the specific way I need to move the enemy: I try to give a movement trajectory with acceleration and decelleration in specific places while it will move over 1,2 or more cells. Also this will be used for weapons and so on.

  • The previous solutions would work well if the player's movements could be set (Grid Position movement / a more advanced form of tween where you can adjust any acceleration or deceleration parameter and etc).

    The movement is based on the simulation of the character's animation, ie the player's object stands still, and the movement is simulated by the animation where at the end of the animation the player is instantly teleported to where it should be if it moves without simulation (this is a solution if to use the instant change of Grid Position), at first sight this solution is a good solution but there is a problem of transition of the animations in case the player receives damage and must be stopped from moving. Respectively, a better solution would be the movement of the player as a whole, especially since there are other moments when it is necessary to move the character as a whole. The idea is that I try to make it possible that when the character, for example, moves over 2 cells and receives damage, he can be stopped on the cell where he is at the moment. At the same time I try to acquire a form of movement other than the linear one, I understand that the nonlinear movement can be simulated by the animation of the character but wuth this somehow we lack a total control. On the other hand behavior Tween does not seem to work properly in combination with Grind Movement).

    As I said End Value (PlayerX + 2 * cellsize) is not working if the player has the tile movement enabled. Respectively in this case would be a solution that when I would like to use Tween is to make Grid Movement disabled? Would that affect stability? Or would it cause the bags to appear (of course I will use movements with distances equal to x * cellsize)?

    I hope I explained a little bit of understanding.

  • Well this is what I tried first and it do not work properly:

    1) To see a movement of the player I need to set values like Player.X + 180, when the grid size is 30x30, and this depends also by the ease I use. Sometimes I need to put Player.X + 240 or more.

    2) The problem is that after this movement the Player is returning back to the cell where it was at the start of movement. At some other Ease for example Liniar the player is not moving in general. It means Tween is not compatible in combination with Grid Movement?

  • Here is a new qestion. I am truing to use behavior Tween (to move the player in a specific way) instead Set Grid Position. So how I need to set the End value to be able to moove the player over 2 cells?

    I admit that my logic is stupid but anyway, this is what I tried.

  • There is a speed property on the tile movement behaviour that controls the speed of movement

    Ohh. I see. Thank you very much!

  • You can for example set grid position to gridx+2 when moving right and if you set it to 'animate' it will move to it rather than teleport.

    One more question. How can I change the speed of the animation? I mean, I need to do that moovement faster.

  • It works. Thank you very much!

    Thank you very much

  • Hi there. Grid Movement is already built into C3. This way, by default, when one button is pressed, the player moves one cell and this works great as the main control. Now, how do I get the player to move 2 cells (if I press a combination of 2 buttons at the same time).

    Many thanks!

  • 14 posts