WengWeng's Forum Posts

  • 6 posts
  • No idea anyone ? I Wonder if I am the only one running into that issue. Should I post a screenshot of my events ?

  • AllanR thanks for the reply ! But yes I assure you it is possible to create a joint between one physic oriented object and any point on the layout, so your object is stuck in the air sort of. It might no be a feature in Box2D but it definitely is in Chimpunk, I did it several times already. This is not where I'm wrong. My algorithm appears to be wrong. If I do as you say (setting the instance immovable) then it will ignore the event and just fall again. No matter what I do, this cursed freaking object instance won't behave. Something must be silly in my events, yet I don't see what.

  • Good day to you all,

    I might be retarded but this is getting me insane by now. I need your help, I may lack basic understanding of...something there.

    I have a box. This box has another instance. Its UID is 9.

    I want to pick this instance, and fix a join on its center. So here I go :

    System => Pick Box where Box.UID = 9

    Box => Add my joint between Box and the layout

    It seems pretty logical to me but apparently, it's not. My goddamn box is in free fall whenever I launch the preview, no matter what I try. I just want to say "If this box has UID = 9 then do this you stupid ravioli" but Construct 2 does not agree. Where is my autism, what should I actually do ?

    Many thanks

    Tagged:

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  • Hi folks, here I am again because Construct 2 is doing paranormal soviet stuff with my variables. Here are very basic and simple events :

    This doesn't work. My local variable is never updated to 1 whenever I click. Exact same events are perfectly fine if I use a global variable. But a local variable inside the group ? No no the magical ghost inside my computer doesn't agree with that.

    Seriously, I don't see what I'm doing wrong, and according to Construct 2 documentations and tutorials, local variables scope are ok if inside groups, which is my case. Anyone to point out my mistake ?

    Many thanks folks

  • Is nice, thank you dop2000, my end result is not as goofy as before now !

  • Hi people, I'm tweaking tons of stuff on a little student project using C2 and the default physic behavior (good ol box 2d). Said project is in terminal phase (I mean, it's not dying, most of the work is done). Momemtum of objects is the central point of the whole thing.

    scirra.com/tutorials/487/using-physics-objects-momentum-to-assign-damage

    Is the tutorial I've used. When X object is breaking due to momentum, I change its animation to "broken" and spawn some particles to fake broken pieces flying from damaged object. I "simply" would like to know how to set the properties of said particles according to object momemtum and global physic (angle, speed...) so they appear as smooth and realistic as possible.

    Right now it seems rather cheap and crooked. I'm too autistic with actual physic to know what to set according to what, and the value of the random properties. So everytime I try, it looks like blin.

    TD;LR - I have too much chromosomes to properly grasp the concepts implied on the physic/maths part of the problem than I have regarding C2 itself. Plz send halp, and thank you for reading

  • 6 posts