Weishaupt's Forum Posts

  • this is really odd

  • Combined knowledge beats all <img src="smileys/smiley16.gif" border="0" align="middle" />

  • exactly - drag and resistens is your problem here - at least that's what I think and that's the reason why I said, play with damping and friction...

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  • One more....when you say, you want them to travel at the same speed, do you mean speed that is applyed by impulse from another object, or something you have "programmed"?

  • try to manipulate the Friction and linear damping.

    Well you are trying to change the laws of physic ;-) and that's what the physics engine probably is not able of.

  • This should do the trick

    <img src="http://quak.laurig.de/shotgun.PNG" border="0" />

  • So, you want differnt size objects with the same behaviour, ie same mass?

  • I think, that kind of spanwing worke with previouse releases as well, but was nut offical "supported"....It think I have done it every once in a while and has some strange expriences with it

  • Ok, first impression - this behaviour is as expected! Reason: Object accelerate different due to their mass and friction.

    Lets try to solve your problem the other way around. What behaviour do you want? Maybe there is an easy way to archive what you're expecting!

    BTW: As I understood from some posting of Ashley - the actual mass of an object is detemined by the set mass and the size of the object...I think he even posted the formula...

  • I have to see the CAPX to help you further

  • If you look at gravity, it does not really matter if an object is huge or small. Gravity applies a force of 9,81 m/sec ....mass makes the difference. It may be, that the pyhsics engine is not good with mass, so you could tune this with different forces...

    Force is an "equal" pull - impulse is a "hit"

  • What is the effect you expect from force that you do not get? Gravity as it is, is a force, not an impulse...

  • mhhhh...i would have to see the CAPX to give a speccific answer, but are you sure, that all elements inherit the physics behaviour?

    What is the "force" that should move the objects? Pure gravity?

  • You have to set the "World Gravity" to Zero and the do an "Apply force towards" in each Tick. Works quite good....

    BTW: you can use "negative force" to pull objects towards something

  • I have a layer with a loading sprite on, Then i use the system.compare 2 values. Im comparing the FPS, If its over 20 - 25 then start the game.

    That way there will be no lag at the beginning that the user would see.

    Could you post an example CAPX for stupids like me?