Nabu's Recent Forum Activity

  • Hello,

    I'm trying to draw a minimap with the Paster plugin but I have difficulties.

    First I populate an array with random values for the map, and fill a tilemap in the same way at the same time.

    Next I run through the same array and draw 1x1 quads with a color for each value.

    https://www.dropbox.com/s/nh1756hzw2rgnub/PasterMinimapTilemap.capx?dl=0

    The result is a minimap opposite of the real map. And some strange things I don't understand. I don't see any option to close path. Do I have to set the vertices of the quad ?

    R0J0hound

    What did I do wrong ? Something with the order I call Set Quad Color ?

    Edit : After testing, trying to run through a tilemap loop instead of array, trying to make two passes instead of one, I've seen unpredictable results. For example, if I disable the second color for the minimap, it works well. So it draws the quads at the right location, red 1x1 quad at black tile. But with the second condition, the results are wrong. If I set a first pass for the red quads at black tile, and a second for white quads at gold tiles, it makes some weird results. Really don't understand anything...

  • Hello,

    I noticed the HTML elements are moved when transition end. Here's a capx to illustrate.

    https://www.dropbox.com/s/iy4s1ipft81fwhx/LayoutTransition-HTLMElementsMove.capx?dl=0

    I already saw posts in this forum, that this plugin doesn't handle HTML elements but why does it move ?

    By the way, thanks for your work.

  • Hello,

    Thanks to you for the work done with your plugins. It's really helpful as I had troubles using Box2d and asm.js, with crash and can't fix it or neither understand. Some people have same problems of various threads in the forums, so your plugin is the only alternative.

    Many thanks !

    What is the difference between box2d linear damping and chipmunk one ?

  • Ho, thanks. I really miss something. I saw the different mass in the debugger but how to set the mass in editor ? Both objects are same, I didn't set the mass.

    Edit : Really sorry, I didn't search enough.

    "Mass

    The mass of the physics object, as calculated by the physics engine. This is the area of the object's collision mask multiplied by its density."

    From the manual : https://www.scirra.com/manual/98/physics

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  • Problem Description

    Two objects with same physics settings shared by family, but having two different polygon shapes will move in different way.

    Attach a Capx

    https://www.dropbox.com/s/mwc6x8ywshf72st/PhysicsGlitch.capx?dl=0

    Description of Capx

    Two physics objects with impulse applied to the right to see how they move. The red one is using "circle" for Physics collision mask property, the blue one is on "use collison polygon", wich is square. No gravity, no air friction or anything.

    Steps to Reproduce Bug

    • Create two same objects with physics.
    • Set the firt one on circle collison mask, the second on collision polygon.
    • Make them move the same way with no gravity.

    Observed Result

    The object with circle shape move faster than the one with collision polygon given the same impulse.

    Expected Result

    Objects with same mass given the same impulse should move at the same speed. Any thing i miss ?

    Affected Browsers

    • Chrome: (YES)
    • NodeWK: (YES)
    • Others: (NOT TESTED)

    Operating System and Service Pack

    Windows 7 SP 1

    Construct 2 Version ID

    Release 221 64 bit

  • Hello,

    When you click on the basic layer, you have the layer properties usely on the right. Under the background color property, you will see a Transparent property set to no. Set it to yes and voilà. At least, if this is your problem.

  • Here is a modified .capx that, I hope, does what you expected. The tilemap you're using is just here for coordinates, as the creation of "ressource" object doesn't affect it. "Ressource" object is not a tile and doesn't modify tilemap on creation, so you don't have to test if the tilemap is empty under the pointer, but only if the pointer already overlaps with the object. If not, you can create one at the desired position.

    I also modified the coordinates for object creation on the tilemap. The origin of your 32x32 sprite is in the top left corner, so you have to create it at -16/-16 pixels from the position given by the expression TIlemap.SnapX and SnapY.

    https://www.dropbox.com/s/vi4gtp4xwc9fnqn/tilemapExample1.capx?dl=0

  • Hello,

    You can add object in game using the System action "Create Object" or the Object action "Spawn Object". For an object to be spawn, an instance of this object type must already be in one of the layouts before, like objects on the side offscreen or in a loader layout.

    You can't add instance variables in game, but you can attach an array or dictionary and keep the UID in an instance variable to store and manage variables in game.

    Hope it helps

  • Well... Of course... You're right... I didn't thing about before asking. Lol

    A kind of example of your signature it seems.

    And thanks

  • Hello,

    I had a harddrive failure and I lost an entire project (medium big one... had no backup like a creep). Finaly I managed to find an older NodeWebkit exported version so I can get my graphics and sounds back from the zip archive. But I would like to know if it's possible to retrieve the Constructs 2 Events and Layouts from a compiled version.

    Anyone knows ? Thanks a lot.

  • Sorry for the delay. Ok, you want your bomb to suddenly appear on top of a random floor tile ? Or you want it to move until it reaches the tile ?

    Can you post a link to you capx project ?

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Nabu

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