nightofgrim's Recent Forum Activity

  • When using your plugin I can no longer click on objects during runtime.

  • No idea how you made all the hinges and physics work like that, is something I'd love to learn.

    By hinges are you referring to the swinging elevator?

    [quote:et7ytuxp]Wow that's really quite impressive. Nice work mate

    I'd love to see how you made the player work... a physics platformer has been on the back of my mind for a while now, but I had trouble getting anything to work convincingly.

    ~Sol

    I was thinking about making a tutorial but with some new physics collision bugs I can't. Maybe when they get fixed I will share.

  • Nevermind, there is an entirely new issue now.

    If the hotspot isn't centered with the sprite, then the collision data for some reason is shifted (even with bounding box). But if the hotspot is centered it makes it impossible to create custom collision.

    Look here. The red dots are where the hotspots are. The little boxes are resting on where the actual collision box is. All of these are using "bounding box"

    <img src="http://imgur.com/D0Znr.png">

    Here is a link to the cap file: http://dl.dropbox.com/u/1727838/physicsBug.cap

    Please fix the collision bugs

  • That part of the physics behavior has been broken throughout the entire .99.x series as far as I'm aware. Dots are misplaced whenever you click above the hotspot of your sprite.

    I reported it as a bug a while back.

    Thank you so much for pointing out the hotspot cause, I can deal with that.

  • I'm having a really weird custom collision bug with the physics behavior. Some times it will place the node where I click and other times it wont. It's not random, it does it in some areas and not others.

    <img src="http://imgur.com/wBNNF.png">

    <img src="http://imgur.com/oWjf4.png">

  • thats cool, cant wait to see what direction you take the art in. if the back ground is any indication, its gonna be good.

    Thanks, I really hope so.

  • This is my project that uses a custom platform engine based entirely off the physics behavior.

    *Mario is a temporary placeholder, original art is being produced.

    The Player and the AI can interact with everything and if you look closely their feet even push back against the things they walk on.

    Player movement:

    AI 1:

    A bunch of AI:

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  • Nevermind, I got it working. The plasma settings must have changed at some point and I didn't catch it.

  • The only thing I changed was the first filter color.

    I have an actual app I'm working on and everything used to be fine and Red. This happened a couple updates ago.

  • Rich,

    If you think you can do it, PM me a price.

    Here is how I imagine it could work:

    loop(plugin.numOfObjects)

    get plugin.objectID(loopIndex)

    get plugin.objectAngle(loopIndex)

    get plugin.objectX(loopIndex)

    get plugin.objectY(loopIndex)

    loop(plugin.numOfFingers)

    get plugin.fingerID(loopIndex)

    get plugin.fingerX(loopIndex)

    get plugin.fingerY(loopIndex)

    If it's too much I'm sure I could parse the data in construct.

  • Well I can't help with making it, but wanting to be useful I made this icon:

    <img src="http://img30.imageshack.us/img30/6262/udpicon.png">

    Maybe it'll be helpful

    Excellent, my 2 favorite colors.

  • The server sends a list of objects with their position and rotation and a list of fingers with their positions.

    I just need a way to access the list. I'm not too concerned with how easy it is to use.

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nightofgrim

Member since 6 Mar, 2009

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