Rexouer's Forum Posts

  • 9 posts
  • To fix use the physics behavior’s set stepping mode action to set it to frame rate independent. Then physics will run the same speed at 60fps or 144fps.

    The only benefit of the fixed stepping mode is the simulation is more consistent but the value is lost on any fps besides 60.

    Great, it's working!

  • Greetings everyone. The other day I bought a new computer with the latest components, and as an appetizer I got a monitor with 144GC (it used to be 60). When running the project from the engine I noticed that the physics behaves quite differently now: everything became as if too fast, while it does not look like an increase in mass, indeed, as if the game was run in accelerated mode. This is only with physics, the rest works as it did. I sin to the new 144 fps, but there is no answer how to fix it and return to the old position. How to fix it?

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  • Hello. I present to you a rather interesting question.

    I need to create ragdoll-physics for characters. I use the most famous and probably the only way: using limited revolute joint at image (then choosing a sprite and setting the parameters (values) of "flexibility", that is, we set the angle to which the limb (arm, for example) will bend). It works marvelously, but only until the limbs of the NPS start to take a random value (by default in all lessons sprites have such a position, which is very convenient for the functioning of ragdoll). For example, the NPS will run and in the state of "running" ragdoll will turn on, the required limb is not in the "default" state - in this case, the usual values do not fit, and the limb begins to bend unnaturally in one direction, and in the other underbend.

    I attach the most primitive source of what this looks like. It recreates some part of the ragdoll in the way I use, missing only two arms and legs. On its example now I'll explain what I need: when I run the source, the head (brown sprite) can deviate 10 degrees forward and backward. This is with "default sprite values". Now in the editor itself we change the angle of the head, let's say, by a symbolic 10 degrees backwards, so that the result is 350. Run the project and find out that the head can be tilted forward to a maximum of 0 degrees and backward to 340 degrees (with a clamped SCM, you can control the physics of the head).

    Question: how can I make it so that regardless of the position of the head, its flexibility is natural (i.e. 350 to 10 degrees)?

    I hope I have explained it correctly. I really need a solution to this question, so I am open to any versions and counter questions.

    drive.google.com/file/d/1wHI6lWJr4-6hpTBps1vgYhIAp5e1NvIS/view

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  • Does anyone still have a backup copy of this archive with the effects? Really need it :)

    construct.net/en/forum/construct-2/effects-31/nearly-daily-effects-somebody-91628

  • Hello, can you watch the video and run the source project yourself?

  • Hello. In my project, which I am doing on construct 3, the character has a huge number of animations. Is there any way to combine them together? For example, I have an animation of reloading weapons and running. If you work with the tools I know, you can only create one of these animations in the project: either the running animation or the weapon reload animation. I would like to be able to do them simultaneously. At the same time, it is necessary to have only one Spriter object.

    Tagged:

  • I read your post, and as I mentioned, I watched the video. So did the programmer of the Spriter plug-in, and we both ended up with a totally different theory of what you're trying to make happen and what the problem might be.

    I dare say you have not watched the video carefully, because I have shown everything in detail.

    1- is it related to the character?

    Yes. You can see the difference between the "working" version and the "not working" version in the video. I even drew hints on the screen, so you can see exactly what works and what doesn't. I wonder if you downloaded the source project.

    2- if so, are you trying to make it have like a rag-doll death behavior?

    That's exactly what I'm trying to do. As you can see, Spriter has some kind of bug that causes the character to somehow fold and start twitching all over the screen. By the way, this is accompanied by an insane drop in game performance, up to the point of crashing.

    3- did you apply some kind of physics to the body part images or the bones of the sprites that the Spriter object is using?

    Yes, in the video you can see that before I start ragdoll, I pause the animation and then turn on the physics behavior of the whole character sprite. I showed 2 cases, in one it works fine, in the other it doesn't work at all, and the working way is a big crutch, which shouldn't be there.

  • For us to know if these are problems or bugs on the Spriter/Plug-in side, and not user error or an unwanted side effect from using other things not related with the Spriter object in an unintended way we need more information.

    - What are you trying to do?

    - How are you going about trying this?

    - What do you expect to happen?

    - What's happening instead?

    I think at a quick glance of a video that you've imported a Spriter made character, but you're simultaneously trying to apply a physics behavior to each body part sprite, or something like that. If this is what you're doing it's unintended use for a Spriter object. but I'm not positive that's what's going on.

    I provided links in the post to a project that you can open yourself, as well as a video that clearly shows the error. Have you read them?

  • Hello. I have been experiencing problems with Spriter on Construct 2 and Construct 3 for a long time now. On both engines there are a lot of problems when working with Spriter. I will not explain the essence of the errors, it is long and you will understand me after you run the project I posted on google drive (https://drive.google.com/file/d/1Dh65dZvjkZpPn4GemtYJdflcwgxq5bVn/view?usp=sharing). The project is in capx format, but you can open it in c3p without problems and the problem is the same. I have also attached a video tutorial for this project, which also demonstrates this error (https://drive.google.com/file/d/1CU3t4U_ROF3LKxwSy7SJyHjRqZY4F-yx/view?usp=share_link). Please watch it to the end.

    I am really asking the developers of Construct and Spriter to solve this problem, it really interferes with the work.

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