Ruskul's Forum Posts

  • Hey all,

    I have some compound objects that make up a character. Part of each character is a physics object and a ground detector. I use the ground detector to detect overlaps in solids and upcoming collisions. The problem I have is that I need to be able to use the ground detector and ask if I am colliding with a physics object. That way if one character stands atop another he can jump off/know if he is on the ground.

    I keep the physics object uid in a variable called "MyCollider" stored in the object ground detector.

    I basically need to be able to find out if I am overlapping any physics objects that belong to characters but not read the one that belongs to the current character (the ground detector is always overlapping the physics object that makes up the character)

    does this make sense?

  • We currently maintain support for 3 different physics engines and it makes it very difficult to make changes while maintaining compatibility. If we dropped support for CocoonJS physics it would be easier, but then that would probably upset everyone using CocoonJS.

    CoccoonJS is done now, yes?

    Any thought to adding the following? The first 2 only take an hour or so to add in (I know, because I did!)

    -Kinematic bodies

    -prismatic joints

    -chain shapes (Without chain shapes, level design revolves around avoiding internal collisions - the collision polygons that the tile map makes just don't work with anything sliding along surfaces... )

  • Aphrodite - are you testing full screen in a browser or are you exporting the object? I have never noticed a difference between full screen and small screen unless you are upscalling via high quality and then that is just a function of how many pixels you have to draw each frame. (if you have a monitor that is 2000,2000 and you have 8 layers that force own texture... well, that is alot of stuff to render).

  • Colludium - Are you making a game on a phone?

    I have an average laptop that I test my stuff on (i5, integrated graphics, 4 gigs o ram, etc). I am developing a game for pc and wi u and I run 1200 physics objects at a time. I use a custom sleeping system that allows my game to have 20,000 physics objects in a level, and 100s of compound characters (12+ sprites each) with overlapping checks on all of the characters every tick. I even have physics enabled particle systems because I can. I literally have no fps problems and have no need for that many objects, so I am set. I am curious how creating one object or performing more than one collision check per tick can cause lag. It doesn't make sense.

    However, I have noticed as the OP stated that the game looks perceptibly different at 40fps instead of 60fps

  • Aphrodite - You are right. This was just a preview hack I use from time to time to test on different framerates.

  • sqiddster - I know a way of throttling Frame-rate

    Go to graphics cards properties and change refresh rate to 40 hz. This may not be available for all machines but it is a great hack to force 40fps in construct 2 games. I had a lot of headache over a problem related to fps and this is how I managed my testing.

  • codah - Thats a good way I think. I figured (as an artist) you would use whatever image you wanted to represent the family and so why would you get confused - Especially if you follow good naming conventions (i.e family name is plural or generalistic in scope "CharacterColiders", "Enemies", ect and specific objects are "MarioCollider", and "enemyGoomba" - if that makes sense.

    I am an artist and a programer. For me that I means I like things to be crisply organized but in a very visual way or nodal way. I stick to self imposed rules and guidelines for how I organize my work so there is very little chance of confusing myself if I have power over that organizational workflow. Other people would be lost for sure (I think alphabetizing is stupid for example), but allowing users to create the look that makes sense to them... well, that makes sense to me.

    I never cared about this though until I started a really big project... That is when all the little things can become big things - little problem to big problem

  • Hey everyone,

    Given that construct 2 boasts itself as being a non programing game maker with an easy to use visual interface, I figured it is missing a feature. Family groups should be able to have an icon applied to the group for use in construct. If you build a game larger than asteroids, families become super important. Needless to say most of the events in the project end up working with families rather than specific objects.

    When every object you work with has the same icon and a necessary descriptive long name, the advantages of a visual editor disappear. Worse yet, it becomes harder to read than lines of code as long names are often cut short due to lack of screen space.

    see below example:

    https://www.dropbox.com/s/jtnzdyah6rwp5de/Capture.PNG?dl=0

    Most events are absolutely unclear what object they are referring to without investigating closely.

    I want to be able to load a sprite so that every family has a unique look - this wouldn't effect game size and everything needed to do this exists I think. Any chance of this happening Ashley ?

    * EDIT * - Also, you can't make subfolders for families and group by folder as you can objects. With 20 families, this is annoying. With 100, it is a real work flow killer.

  • DuckfaceNinja - You are correct. What I meant is you have to pay the greenlight fee to get access to the tools. (I was using approval synonymously with paying for greenlight. Sorry for the confusion.

  • I think that is would make sense for c2 to officially support steam. They have export options for so much...

    C2 even has tools for the wiiU - you can't get them unless you are a licensed nintendo developer and I would think that the steam tools could be treated in the same way; without approval you can't get it.

  • Aphrodite - I agree completely.

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  • Colludium - I did not know about that! that;'s good to know. Stuff like that can really make debuging something a frustrating experience depending on how the limitation exposes itself at runtime.

  • Hey everyone,

    Has anyone heard of physics freezing objects position update if friction coefficients are changed more than once per frame for that object ?

    Example:

    set friction to someobject.defualtFriction

    some condition is met -> set friction to something else on that object

    I have an easy workaround (I just have an instance variable that is changed and then friction is updated once at the end of the event sheet - but I think that should be done internally.

  • Colludium - from what I think I know, those bugs may not be fixable in asm.js - Which ones are you referring to? Disabling collisions is the only one I can think of right now - Which would be nice to be sure.

    As for Aphrodite's question, I hope so too

  • Ah I might try that.

    The method I've been using is to create unseen objects every tick and then stop spawning them once the FPS drops to the desired amount.

    Thats what I used to do as well. It gets the job done though in a rather roundabout manner.