winkr7's Recent Forum Activity

  • Colludium;

    I am running your example Particles - Behavior Flags - Elastic.cp3.

    I am trying to get the particle groups to stick together and not flow away by adjusting

    the parameter "particle system elastic strength" a value from 0 to 100 (according to the documentation)

    I only added one line to the example (see below). It does not have any effect if it is 1 or 99.

    Can you explain how I make the block more stiff like a rubber box instead of a liquid?

    (I tried setting spring strength too.)

    (I noticed that Particles - createsingles.c3p does not create any particles I can see)

    thanks for your time

    winkr7

    // This is all the Liquidfun documentation says about Elastic particles:

    Elastic particles deform and may also bounce when they collide with rigid bodies.

    From the cpp code, Elastic particles are connected in triads, or 3s.

    -> ctrl: LFJS Turn Elastic behavior ON for spawning

    // next line elastic strength to 99 (tried 9--makes no difference)

    -> ctrl: LFJS Particle system elastic strength: 99

    // end changes

    -> ctrl: LFJS Set spawn color to rgba(250,140,30,255)

    -> ctrl: LFJS Create particle "tag", shape box at 160, 300, width 200, height 200, angle 0

  • Hello Bl4ckSh33p;

    I tried to get the kind of control you are talking about to work with the car movement. Here is what I came up with.

    yours

    winkr7

    + Touch: Is touching moveControl

    // tam

    | Local number thetaOpp‎ = 0

    | Local number theta‎ = 0

    | Local boolean finished‎ = false

    | Local number curPilot‎ = 0

    | Local constant number steeringAngleExtra‎ = 0.1

    | Local string asc‎ =

    | Local string apc‎ =

    | Local constant number reverseBackAngle‎ = 30

    //

    ----+ (no conditions)

    -----> [DISABLED] System: Set curPilot to Functions.retrieveStore("currentPilot")

    -----> System: Set curPilot to Functions.getCurrentPilot

    -----> System: Set theta to angle(moveControl.X,moveControl.Y,Touch.X("hudTch"),Touch.Y("hudTch"))

    -----> System: Set thetaOpp to theta+180

    -----> System: Set asc to Functions.spCoord(moveControl.UID)

    ----+ pilot: Pick instance with UID curPilot

    --------+ pilot: Within reverseBackAngle degrees of thetaOpp

    ------------+ (no conditions)

    -------------> pilot: Simulate pilotCar pressing Brake

    -------------> redMoveArrow: Set position to (moveControl.X, moveControl.Y)

    -------------> redMoveArrow: Set angle to theta degrees

    -------------> redMoveArrow: Set width to moveControl.Width

    -------------> redMoveArrow: redArrowFade: restart fade

    -------------> System: Set finished to True

    ----------------+ pilot: [X] Within 2 degrees of thetaOpp

    --------------------+ pilot: Is clockwise from thetaOpp

    ------------------------+ (no conditions)

    -------------------------> pilot: Simulate pilotCar pressing Steer left

    --------------------+ System: Else

    ------------------------+ (no conditions)

    -------------------------> pilot: Simulate pilotCar pressing Steer right

    --------------------+ (no conditions)

    ---------------------> (no actions)

    --------+ System: [X] Is finished

    --------+ pilot: Within (180-reverseBackAngle) degrees of theta

    ------------+ (no conditions)

    -------------> pilot: Simulate pilotCar pressing Accelerate

    -------------> greenMoveArrow: Set position to (moveControl.X, moveControl.Y)

    -------------> greenMoveArrow: Set angle to theta degrees

    -------------> greenMoveArrow: Set width to moveControl.Width

    -------------> greenMoveArrow: greenArrowFade: restart fade

    -------------> System: Set finished to True

    ------------+ pilot: [X] Within 2 degrees of theta

    ----------------+ pilot: Is clockwise from theta

    --------------------+ (no conditions)

    ---------------------> pilot: Simulate pilotCar pressing Steer left

    ---------------------> pilot: Rotate steeringAngleExtra degrees counter-clockwise

    ----------------+ System: Else

    --------------------+ (no conditions)

    ---------------------> pilot: Simulate pilotCar pressing Steer right

    ---------------------> pilot: Rotate steeringAngleExtra degrees clockwise

    ----------------+ (no conditions)

    -----------------> (no actions)

  • Hello;

    How do I set up one of these elastic matrix shapes? Is it body type particle system? When I put a single sprite on the screen, set it as Dynamic and do nothing else it falls with gravity. If I make it a particle system it just sits there.

    If I could get a simple elastic example I would be pleased. All it has to do is fall on the floor and squish a little.

    yours

    winkr7

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  • in some games the player does "editing" too.

    I have a game where the player builds his ship out of parts. Some of those parts are armor and he wants to know while he is building his ship in game--how much is cosmetic and what is the real pollygon?

    I could make up collision polygon shaped sprites and show that or put image points on pollygon points and draw lines or--you could tell me where the polygom points are.

    There are work arounds--just sometimes you want to know where they are. For me it would not be a high priority--but since you asked thats why.

    yours

    Winkr7

  • I would, sometimes you want to show polly even for the end game user.

    You could put an image point at each polygon point if you need to, but it would be easier to have access.

    yours

    winkr7

  • You can try this:

    Make both moving objects solids (disabled) and give them custom movement.

    Check each tic if they overlap and are both moving along the path.

    if so enable one to solid.

    use custom movement push out solid.

    set them both back to disable solid.

    This will make them not overlap but one of them will have to wait while the other moves along the path if you want to get tricky you can give one of them priority and use push out solid on the other non priority one.

    I hope this is useful.

    yours

    winkr7

  • worth it because you can edit on android for me. You can edit away during your commute.

  • hello;

    I found a big drop below 6 in performance. But I test on my old used androids and don't know the statistics for a wider base.

    yours

    winkr7

  • Fib;

    Thanks. Thats it. I knew I had seen it somewhere.

    yours

    winkr7

  • Hello;

    I want to make a pie indicator (its just a little slice when almost empty and grows clockwise to a full pie when full). I read somewhere that with 4 half slices (two black to block out what is below and two red overlaid at angles to show the growing pie) this can be done. I think I saw this in c2 about two years ago. Does anyone remember how this was done or where the link was?

    thanks for your time

    yours

    winkr7

  • I edit and run the code on my little android while I commute. When I get to work I switch to my PC without missing a beat--same project, same line of code even.

    I can deploy a full HTML game to my website in a minute--honestly one minute.

    If you want to get something up and running C3 is a dream.

    yours

    winkr7

  • When is an object pickable as RoJoHound points out is the center of most of my bugs in C2 and C3. If you use lots of functions (which most people tell you is a good programming practice) you have a tendency to shove created objects further down as you build functions that call functions and since you can't access a newly created abject except by "Pick by UID" or "last created" it can get pretty complicated.

    If you start putting wait 0 here and there because well--I don't know it makes it work--you are doomed. Yes this pickable thing is a feature of the construct methodology and it messes just about everyone up from time to time.

    There are a few things you can do to get around it:

    1) avoid creating objects you can put in the layout since they are pickable right away.

    2) keep a UID array of stuff you create and use pick by UID looping in the array. This seems like overkill but it will save you countless hours of debug time.

    There are many upsides to how C3 works, and I obviously love it--but it is clear that when an object becomes pickable is a source of programming problems.

    yours

    winkr7

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winkr7

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