R0J0hound's Recent Forum Activity

  • The speeds are in pixels per second. So if the speed is 100 the number of pixels moved in a frame is 100*dt.

    Accelerations are similar. If an acceleration of 1500 is used the speed will change by 1500*dt in a frame.

  • Box2d doesn't do that.

    If you want to apply air friction to an object then apply a force in the opposite direction of motion.

    Or you could play around with the linear damping property.

  • Using it as the first condition makes it similar to a "start of layout" condition while not being a trigger. I also can see why you'd use it in the middle of other conditions, although it's a less common use.

  • Making an example or searching the forum for one isn't worth the trouble. Why not pick one and try your hand at making it? Everything in games can be broken up into lots of simpler parts that can be figured out. Then if you get stuck you can post your attempt and explain what you're trying to do. If you end up not being able to do any part you could always try something simpler and then with maybe with later games you'll be able to do it with more knowledge and experience.

  • I'm not working on this anymore, but probably the best way to improve performance is to have less objects have this behavior. For instance the ground could be sorted once and left as is.

  • That video is a demonstration of all the joint types, they aren't rope. I think the was an example capx in the first post using a few joints. Any of the other joints should be as easy to use. If any don't make sense you can reference the chipmunk manual for a better description.

    I don't think I'll really be getting around to making any other capx.

  • Momentum is just keeping the speed it was dragged and slowing it down over time. You can get the speed from the current position and the previous.

    So something like:

    sprite: on drop

    --- sprite: set vx to self.x-self.oldx

    [inverted] sprite: is dragging

    --- sprite: set x to self.x+self.vx

    --- sprite: vx to vx*0.9

    every tick

    --- sprite: set oldx to self.x

  • You probably can do it with a few revolute joints to connect the stick to the platform and two wheels to the platform.

    Then you'd need two keyboard events to apply horizontal forces to the platform. Add another physics object as the ground and tweak the amount of force applied by the events and you should be set.

  • A rope would just be multiple objects connected by maybe pivot joints. Make them all the same collision group or alternate collision layers so they don't collide with each other

  • You could just use the "rotate to angle" action to gradually turn to a object. It will be smooth but not symmetrical.

  • I don't really have any plans to update. I'd need to port 7.0 to JavaScript myself. Also I'm not interested in the store.

    You mean apply force toward a point?

    For the force select "polar" and angle(self.x,self.y,touch.x,touch.y) as the angle and any value for the magnitude.

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  • No idea really. I only use the HTML export.

    Neither have I measured performance, although some say it's faster.

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R0J0hound

Member since 15 Jun, 2009

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