Somebody's Forum Posts

  • Instead of using a hinge try using the spring action - i think it needs to be applied every frame. I cant really remember what values would be good, but just give it a try.

    Every frame, d'oh! Thanks, David. I read about it, added one at the start of the layout and nothing happened. Now by using it always and adding a force between the wheels to sort-of hold them together the result is much better (also the cap is updated at the link above):

    <img src="http://i244.photobucket.com/albums/gg36/some9000/PrototypeDX9runtime-1.png">

    Thing is, there seems to be no way to point the forces at image points, thus the "base" just hangs there and spins around since it's only held by something right in the middle.

    One idea I had was to disable rotations for it and just do a "Always - Base angle = Angle between the wheels", but that seems sort-of messy, is there a nicer, physics based way?

    You might give the custom movement behavior a try.

    I can tell you one thing. The triangles wont give proper collision detection at negative values.

    Not sure if custom movement can supply all the wigglyness that the physics one can. But if this doesn't work out I'll give it a try. Speaking of triangles - had that problem, but placing the image point right in the middle solved it. Besides, these are just test graphics anyway.

  • Hey, everybody. I have had this little project in mind that's basically a little agile tank thing going around on bumpy terrain and fighting things. An early prototype looks like this:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/PrototypeDX9runtime.png">

    And you can get the CAP here: http://dl.dropbox.com/u/1328856/ProtoJack.cap

    Now here's the question: I'd like it to behave more like a vehicle, with suspension, etc. Currently using physics it is somewhere on its way there, but not quite. Now this topic had a discussion with examples, but unfortunately the file host is dead and no-one seems to have the caps. Has anyone got any tips (preferably explained in an idiot proof way) on how to implement suspension for the little beast?

    Cheers.

    Edit: Almost forgot - if you do grab the cap holding space will spawn rocks to have some physics interaction fun while pressing up will blast those rocks around to clear the space up a little.

  • Hopefully, heh.

    Meanwhile I have made some small progress (and made a cute little physics playground to test this as well) - but the current version lacks nice bumpy suspension.

    Anyhow, it's available here: http://dl.dropbox.com/u/1328856/ProtoJack.cap

    Left and Right keys move the little thingy and holding space will spawn more objects to interact with.

  • Sorry to bump this, but I have had some interest in the "car physics" thing. Unfortunately all the download links in this topic are dead. Any chance that anyone still has the file and could put it up on Dropbox or such?

    That'd be super nice and help A LOT.

  • F5 please, the golden standard

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  • Just add an Always event that sets this object in front of the player object. Should work.

  • This exact question has been asked already - here: http://www.scirra.com/forum/viewtopic.php?f=3&t=2189&p=16384 and I'm pretty sure in a couple of other places.

  • Hey - maybe you need to set the "Click type" option to both single and double clicked. I just realized that some quick clicks may become double clicks and therefore get ignored.

  • Did you set the type and have it checking without quotes? Anyhow, here's my cap where it works: http://dl.dropbox.com/u/1328856/familyPV_bug.cap

  • Seems to work if you set the PV type to number, though. Perhaps text isn't too suited to "is equal" type comparisons? (Seems weird, though).

    As for the 2nd problem I get it as well, but don't see a reasonable explanation.

  • Well, yeah, but then it's events for two buttons, timed events, etc. In a way sliders could be much simpler. Although both should be unified and just use a function or something, so once it's figured out it's smooth sailing from there.

    Got some ideas, will try to implement.

  • Just discussed this in the chat, seems to be graphics card dependant. Some may support it, some may not.

  • Oh right, it shows black bars when the layout is smaller than the window. Those black bars are drawn as well, and each weighs up to about the same performance impact as the tiled background (a four vertex quad). In such an intensive test, they're bound to show up as making a difference. Always keep the layout bigger than the window if you want to keep it a fair test.

    Ok, but what exactly eats up the 4 Megs of VRAM in this case?

    This is some good stuff to know, to be careful of when trying for max performance, hence all the questions, Ashley

    Edit: Got it, buffering of sorts.

  • Ok, it seems to really show itself when the layout size is changed, but not the application size. Here are some samples:

    Default 1024x1024 application and layout:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime725FPS000mbVRAM.png">

    Now only the layout is set to 1024x768:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime471FPS400mbVRAM.png">

    And now both application and layout are 1024x768:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime968FPS000mbVRAM.png">

    Some visible difference right there. And the fps shown is pretty much an average, I waited a moment for it to stabilize.

    Edit: Also just noticed that it suddenly starts to need 4 Megs of VRAM in the second sample - why is that? Sort-of drawing the application "background" and the layout as different things or something like that?

  • Seems like the wrong cap?

    This one has just a sprite in there with a single physics-related event. And it crashes the preview instantly?