Maenny's Recent Forum Activity

  • Hi,

    As always, for sure, there is the guy who requests exactly what earlier maybe was left out, because you thought it not important enough. Well that guy would be me. Here it comes:

    There are a number of properties to access at runtime for an object with physics behaviour. But not all of the properties you can access in the editor are accessible in the events. I have a kind of trampoline, for which I want to present the possibility to upgrade its elasticity. Until now I couldn't find any way to change it during runtime. The same happens with the mass, I think, and some other properties. So here the official feature request:

    Please make all physic properties accessible for conditions and events, so that all the physical relevant values can be changed during runtime.

    GReetz and thanks

    Maenny

  • wow, thanks for the cap, although I seem to have difficulties in opening it (says: not enough memory), maybe I'll have to try with my PC at home (currently I have only my laptop with me - which works with other caps (much bigger caps) so far...).

    As for the problems with the users of other Gamemakers: I can understand the search for the UIDs (being myself one of them

    So as I understand, atm there is no way to access the elasticity of an object. I surely will post a feature request in the adequate manner.

    Thanks again for the fast reply,

    Maenny

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  • ok, here is what I do:

    I have about 8 different objects with a drag and drop behaviour. I want the player not to be able to drag one object over the other, so he can only place the objects in a free space. Furthermore, I don't want the collisions to be exact, but a collision mask in a circle with a given raduis around each object. I can't use a custom collisionmask, because each object has a physic-behaviour that needs the exact collisionmask. Also it would be quite complicated to have 8 collisionevents in each of the 8 objects. So what I did was to create an extra, invisible object in form of a circle which I attached to each of the 8 objects. Of course I could have done 8 collision objects which I put in a container with each of the 8 main objects - but I thought that quite complicated. So I created ONE collision-object for all 8 objects. In its events I programmed, that when it would overlap with one of his kind, it tells that the main object, which changes its filter colour to red and would go back to its initial position when the left mouse button is released. This means, I have to always make sure that the right collision object is exactly on the position of its parent. I solved this by creating the collisionproject at startup, giving him the UID of the parent and, in case of drag and drop, picking the object by comparing the stored parents UID with the UID of the selected object. This works well, but I wonder if there is an easier way.

    And no I did not come from MMF, but from gamemaker, where I solved many problems using IDs, that's true. And I have to admit, that I sometimes have difficulties to get used to the construct-style. For example in gamemaker one could use scripts, that you'd execute with passing arguments - for example an object ID. That was very useful, you could use the same piece of code for many different objects, you only had to pass the object ID to the script and it would execute all the code with exactly this object. I don't seem to find a similar possibility in contruct, but maybe I just have to change my way of thinking

    Thanks for the reply,

    Maenny

  • Hi Folks,

    This is my first time using Construct - I like it very much!I have some questions, though, I'd very much appreciate a solution

    • Is it possible to access the physics elasticity in runtime? That is can I change a the elasticity value of a spawned object?
    • When I store the UID of an object in another objects private variable "parent", could I acess this stored object in a way like: (cube.Value('parent')).X ? I know that this does not work, but maybe there is a way to access the object in a similar way? The only solution I had is:

    pick object by comparison cube.Value('parent') is Equal to circle.UID

    This does work, yet only if you also know the kind of obect that the parent is. When you want to be more flexible, like spawn a bullet from different kind of enemies and store from which enemy (the parent), and access some variabel of the enemy, how would you achieve this in a more flexible way?

    Thanks for replies,

    Maenny

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Maenny

Member since 12 Dec, 2009

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