Prominent's Forum Posts

  • I'd like to see an auto-update option for tilemaps if you're importing tmx files.. I don't like having to re-import the same file every-time I make a change in an external editor.

  • R0J0hound , also, can you tell me why commenting out this pin joint has the shown effect?

    I don't understand why the pin joint is needed.

  • R0J0hound , Oh okay, I see now. For some reason I didn't realize I could do that. Thanks!

    I've been getting more comfortable with the behavior. Haven't really ran into any major issues. But I have noticed that if I leave a game running for a while, it slows down a lot, and if I restart the layout everything becomes quick again. Not sure why it would do that. I know someone else mentioned it in this thread previously.

    Btw, Is the pre-step condition only useful for negating gravity?

  • R0J0hound thanks.. When I apply an impulse or force on an object, how would I apply it at a layout x,y coordinate? The only options are polar and rect, which I assume are relative to the object (rect is relative to a non-rotated state?). If I have a joint attached to an object and want to apply a force on the object at the location of the joint, there doesn't appear to be an intuitive way to do this.

  • R0J0hound , is there an explanation of the jointimpulse expression? Is this the tension between joints attached to two objects? I'm trying to figure out how to get the tension or force of an object pulling on another. Maybe jointimpulse will do it?

    edit: i found this in the chipmunk docs "The most recent impulse that constraint applied. To convert this to a force, divide by the timestep passed to cpSpaceStep(). You can use this to implement breakable joints to check if the force they attempted to apply exceeded a certain threshold."

    Would I divide the jointimpulse by 1/30 ? That would give me a larger value, which wouldn't make sense. Or maybe it means to multiply it?

  • mattb , you might be able to move it out based on its' collision depth to negate the overlapping.

  • Does this come with the same grappling hook that is available as Alex's Grappling Hook?

    Zebbi , no, the grappling hook in the grappling hook template works differently. The grappling hook template is more straight looking and doesn't rely on as many physics objects. It allows more predictable swinging results in my opinion.

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  • R0J0hound , when I try to set the idle speed threshold, I get this error

    ReferenceError: idleSpeedThreshold is not defined

    at Acts.setIdleSpeedThreshold (http://localhost:50000/rojoChipmunkBeta ... js:7673:35)

    at Action.run_object (http://localhost:50000/eveng.js:1839:10)

    at EventBlock.run_actions_and_subevents (http://localhost:50000/eveng.js:929:38)

    at EventBlock.run (http://localhost:50000/eveng.js:886:9)

    at Runtime.executeSingleTrigger (http://localhost:50000/preview.js:4565:10)

    at Runtime.triggerOnSheetForTypeName (http://localhost:50000/preview.js:4484:16)

    at Runtime.triggerOnSheet (http://localhost:50000/preview.js:4411:13)

    at Runtime.trigger (http://localhost:50000/preview.js:4393:12)

    at Layout.startRunning (http://localhost:50000/layout.js:379:16)

    at Runtime.go_loading_finished (http://localhost:50000/preview.js:1886:36)

  • hm, if I add a slide joint to two objects that are 10 pixels away from each other, and I give it a max distance of 10.. does that max distance get added onto the distance they're away from each other? Or does it take that into account already..

    That might be my confusion if it adds the distance onto the distance they're already from each other..

    edit: seems like it takes it into account. I'm still having trouble with sliding joints, not sure what my problem is though.. Must be something else I'm missing.

  • R0J0hound , actually, nevermind.. they're accurate.

    sliding joints have been confusing me for a while. I think it must be something with my events..

  • R0J0hound , the positions aren't accurate for sliding joints.

  • R0J0hound , Okay.. I think I found a bug.. Seems like when you move an object that a joint is attached to, the joint anchor position properties don't get updated until the next event cycle. So if you use the joint position expression right after moving the object, it won't be the accurate location.

  • C2 is really great, and I enjoy working with it. Thanks Ashley.

  • Update 2.2

    Download in first post.

    * Fixed: Adding joints in to new objects in "post collide"

    * Fixed: Movement actions for new objects in "post collide" were ignored.

    Prominent

    In "post collide" new objects aren't added to the simulation till right after the physics step. So they won't trigger a "post collide" till at least the next frame.

    Awesome! My game is working as expected now. Thanks a lot!

    If I come across anything else I'll let you know..

  • R0J0hound , okay here are some bugs..

    first example: object created inside on post collision doesn't get positioned. If you re-enable the joint action, it does for some reason.. weird. Also doesn't get pinned.

    [attachment=1:2rut6ghw][/attachment:2rut6ghw]

    second example: object created inside on post collision doesn't get pinned..

    [attachment=0:2rut6ghw][/attachment:2rut6ghw]