tauer's Forum Posts

  • Oh, okay. It's actually OK, just found out I could achieve the results I want by simply disabling physics completely on the chosen instance.

    Thanks for the answer though!

  • Title pretty much says it... How do disable collisions with another object for only one instance, using physics behaviour?

    I've already tried using pick by UID, doesn�t work. It disables collisions for all instances of the object.

  • Hello. I want to limit the drag and drop behaviour to only allow one object to be dragged at a time. It's for touch devices.

    I've tried this by using the events as shown in the .capx file.. but I can't get it to work. I'm obviously doing it wrong, but I think what I made makes sense.. Anyone have any tips for making it work?

    .capx file

    Thanks!

  • I'm having problems with the accelerated physics as well, but not the black screen error. When I export with accelerated physics, it seems like the collision polygons screw up somehow.. My objects are bouncing all over the place and their collisions are all wrong.. doesn't happen with web-based.

    I'm using r146 and tested on IOS 1.4.5 and android 1.4.4

    Gonna try downloading r148 and see what happens.

    EDIT: No dice.. same problem. The physics are really messed up, like it screwed with the collision polygons or something.

  • Sorry guys, I'm gonna have to bump this one..

    Ludei still haven't answered, still hoping that someone here knows something that might help..

  • That's really strange.. and annoying :(

    Does anybody else have any suggestions? I've sent an e-mail to Ludei but haven't gotten an answer yet.

    I just got a new phone, Xperia Z SO-04e. Constant 60 fps.

    I find it really strange that the iPhone 4 specifically performs that poorly.

  • thehen I haven't tried removing the physics behaviours but I tried making a new project where I put in a few objects only with physics behaviour and nothing else.

    The performance on the iPhone 4 is still considerably lower than on my Android phone. I got about 20 - 25 on the iPhone and about 50 on my Google Nexus S, so I assume it is physics related.

    Another possibility is that it's simply CocoonJS running badly on the phone but that doesn't seem to have happened to anybody else.

  • thehen Thanks! I just sent them an e-mail, hopefully I can get this fixed because as it is now the game is almost unplayable on the iPhone 4.

  • Thanks for answering!

    No, right now I'm using web-based physics. There's a bug in the CocoonJS launcher when using accelerated physics. I get a black screen on startup with accelerated.

  • Hey, are anybody else having problems with CocoonJS performance on IOS, specifically iPhone 4?

    I have a physics based game that I'm making for IOS and Android, and I'm always testing it on an iPhone 4, iPad Mini and my Google Nexus S.

    On my iPad Mini it's always at 60 fps which is to be expected I guess. My Google Nexus S is at the moment also pretty much always at 50 fps. But when testing it on iPhone 4 the framerates often drops to under 20 sometimes even 10 fps.

    Is this a problem anybody else has had before? I'm thinking it maybe has to do with some event optimization. Because I've tested CocoonJS's physics demo on the iPhone and it also runs at 50 - 60 fps..

    Also this might sound like a noobish question but how do I post on the CocoonJS forums? I can't find it anywhere..

    Could Intel XDK be better performance? Haven't tried it yet to be honest.

    EDIT: Does anybody know when Ludei plans to support the accelerated physics engine for Construct? Seems like this would improve performance alot.

  • I'm using the compare orientation condition and want to check my device's gamma orientation.

    But when I test it out on my android phone it uses the beta orientation instead (ie tilting back and forth)

    Is this a cocoonjs bug?

    Haven't tested it on the iPhone yet.

    EDIT: Apparently it only does this if the game is in landscape mode in cocoonjs. If in portrait the beta/gamma works. :(

  • Thanks guys! :)

  • How do I pick an object instance by highest/lowest value? For example pick an instance with the highest Y value?

    Thanks :)

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  • Thanks for the reply!

    I understand what you're saying, but the problem is that I don't wanna create a specific object, but rather create a random object from a range of objects within a family. Is it not possible to choose which objects within a family can be created and which cannot?

    I want to make certain objects available only in certains levels etc.

    I guess one solution could be to make different families for all the levels..

  • I'm trying to make an event to create random objects from a family, but limited to the objects with a specific instance variable value.

    I have X amount of objects in a family called Objects. The family has an instance variable called CanBuild.

    If an object's CanBuild variable is 1 you can create it, if not you can't.

    I've set the CanBuild variable to 1 in one of the objects and 0 in the rest.

    I've made following event:

    On touched (create button) ---> Subevent ---> Pick Objects where Objects.CanBuild = 1 --->Subevent---> Create object.

    But it doesn't create the object. If I remove the Pick Objects condition it just creates a random object from the Objects family.

    Any ideas how to do this? I hope it's clear enough.