WebMagi's Forum Posts

  • 12 posts
  • RayKi, thanks for the reply. According to staff, it can't be done exactly the way I need it to work. I need to be able to create scenes and have the gameplay seamlessly run through them in sequence (or random if desired) automatically. Or at least without too much trouble, To see what I mean, check out this video at about the 14:16 mark:

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    It's hands down the best scene editor I've tested so far, but the price is more than I paid for Adobe's Master Collection back in the day.

    So I've decided to try combining all the scenes for one really long level, and see how much of a performance hit there is on mobile. But it's 8,000+ pixel wide. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink">

  • Hi,

    After completing the first scene (layout) of a new game I am working on, I duplicated it, changed a few things, and then attempted to preview how smooth the gameplay was between the two scenes. And of course, nothing happened. So I started looking for documentation on how to stitch the scenes together so that they would play back-to-back without any pauses or ugly transitions. I came up empty. There’s a good deal of information on transitions (fading in/out, shifting the scene, etc.), but nothing on continues, back-to-back, seamless gameplay between scenes. Not that I could find anyway.

    My scenes are 1280 pixels wide, and the idea is for the player to traverse them in sequence. In at least one scene I know of, the player needs to be able to jump from the end of one scene directly into the beginning of the next – seamlessly – and be able to continue with the gameplay without pauses, fading transitions, or any kind of noticeable scene shifts. The idea is for the camera to naturally follow the player through all 7 scenes until he reaches a save game point, at which time the next level starts.

    First, can this be done with Construct 2? Is there a way to stitch scenes together so that they play continuously, seamlessly, back-to-back, without any noticeable transitions?

    Second, are there any tutorials, documentation, or examples which show how to achieve this?

    Thanks.

  • Never mind. I had the lever (plunger) "Prevent rotation" set to yes.

  • I'm getting the following error:

    Javascript error!
    Error: Assertion failed: Internal Error: Attempting to set body's angle to NaN
    http://localhost:50000/rojoChipmunkBeta_behavior.js, line 52 (col 8)[/code:sxux02kw]
    
    It appears to be related to the 4th action: [i]"gear joint to keep the angle of the plunger the same as the lever"[/i]. When I toggle it disabled, the error goes away. Could my polygon collision shapes be causing an issue with the 0 phase setting?
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  • R0J0hound

    You are absolutely brilliant! This example should come standard with Construct 2. I'm assuming I can use a Touch object in place of the Mouse object? Freaking awesome!!!

  • I forgot to mention that in the video, the capx file I'm using for the demonstration has R0J0hound's Chipmunk2D addon.

    Here is an updated capx with that addon: http://www.webmagi.com/media/uploads/scirra/Slide-Pivot-Catapult-2.capx

    If my idea of creating a lever attached to a pivot, which slides along the top (and acts like a tension spring when pulled backwards), while also being able to pull up or push down on the pivot at every point along its entire length can be achieved with the default Construct 2 physics, then I would be very interested in learning about any examples or documentation referencing such mechanics that may exist.

  • Here is a better description of what I’m trying to achieve: https://youtu.be/jaLWHBlhSmQ

  • R0J0hound

    Sure, the "Template-PhysicsCatapult.capx" that comes with Construct 2 is a knockoff of angry birds. And originally I started with that template, but their whole approach does not seem conducive to what I'm trying to build. I've opened and reviewed hundreds of capx files, but so far I'm not finding a lever attached to a pivot, which acts like a tension spring when pulled backwards. Actually, the hardest thing seems to be creating a lever attached to a pivot, which slides along the top (and acts like a tension spring when pulled backwards), while also being able to pull up or push down on the pivot at every point along its entire length. So this has never been done?

    I've searched the forum for catapult, which is closer to my contraption than a slingshot, but I have not come across the right combination of examples.

    Your Chipmunk2D addon seems to offer greater flexibility than the default Construct2 physics, and the Joints demo: https://dl.dropboxusercontent.com/u/2494815/demo/Joints.html looks like the right place to start. So there are no examples of these joints being used in Construct 2?

    My apologies for being such a pain.

  • R0J0hound

    Thanks for the info, and your time.

    In the capx I provided above, you can see that I've already added a gear and pivot joint to the Base and Pivot sprites, and a touch event for the Slide sprite. What I am lacking in are examples or documentation of the type of mechanism I'm trying to build. Mine is ridiculously inadequate. I contacted support hoping they could direct me to such examples or documentation, and was told: "it's absolutely unclear what exactly you are trying to achieve". So it's very likely that I have been too vague with my descriptions. To help clarify, I made a short video covering the functionality I am hoping to achieve.

    Please know that I am not asking for anyone to do the hard work for me, I am only asking for working examples and/or documentation that could possibly aid in my efforts to build what appears to be a one-of-a-kind Consturct2 compound structure.

    Here is the video: https://youtu.be/jaLWHBlhSmQ

  • Pin joints aren't like the pin behavior. They are a rod connecting two objects. So when you add the joint the distance between the anchor points are kept. See the js demo of it here:

    https://dl.dropboxusercontent.com/u/249 ... oints.html

    R0J0hound

    Are there examples of these joints used in Construct2?

  • Hi,

    I'm wondering if this plugin can handle the complex apparatus I'm attempting to build, mentioned here in another post a few days ago?: https://www.scirra.com/forum/how-do-i-slide-pivot-catapult-from-a-movable-platform_t129971

    I've read through all 31 pages here, and numerous tutorials, but so far I haven't been able to pick out (or recognize) the correct combination of material and/or examples that would help me get this built. The previous post contained a capx based on the Physics-Catapult template. This is as far as I've gotten with the Chipmunk2D addon:

    http://www.webmagi.com/media/uploads/scirra/Slide-Pivot-Catapult-2.capx

    Can this be done with Construct2?

    Thx

  • Greetings,

    I've watched a dozen or more training videos, and read through countless pages of tutorials and educational material, but I'm not sure that what I'm trying to achieve can be done the way I'm going about it. Maybe someone can point me to info that I might have missed?

    Here's what I'm up to:

    I have a shooting apparatus made up of 4 separate sprites - a Base, a Pivot, a Slide, and a Projectile... and of course there's a ground plain w/walls, etc. The Physics Catapult template was good to test drive, but I've hit a wall. ;-) Here is a visual representation of the layout:

    And here is the CAPX file: http://www.webmagi.com/media/uploads/scirra/Slide-Pivot-Catapult.capx

    I would like the whole apparatus to be movable, vertically, (without activating or firing the projectile on release) and I would like the slide to control the pivot after the height of the apparatus is set. The pivot should move up or down on either end, but remain attached in the middle, pivoting on the base. The slide should also control the projectile, or at least they should move in concert until released, and then it should return to its original position while the projectile is fired. So basically I'm trying to build a shooting mechanism from 4 separate graphics, and trying to find at way to bind them programmatically. Can this be done?

    I first attempted to use Spriter to generate separate animations, but the freedom of movement I need for aiming (high, low, forwards, backwards) in tandem, while holding the projectile with a finger doesn't seem possible. Is it?

    Anyway, surely this is not a one-off idea. There must be examples, or information that would help fill the gaps in my knowledge. Any help would be greatly appreciated.

    Thanks.

  • 12 posts