CodeMasterMike's Recent Forum Activity

  • tnindie

    Here is how I create a prismatic joint in the car physics with the Construct SDK(in this case, the left rear wheel):

    var leftRearJointDef = new Box2D.Dynamics.Joints.b2PrismaticJointDef();

    leftRearJointDef.Initialize(this.PhysBody, this.PhysLBWheel, this.PhysLBWheel.GetWorldCenter(), new Box2D.Common.Math.b2Vec2(1,0));

    leftRearJointDef.enableLimit = true;

    leftRearJointDef.lowerTranslation = leftRearJointDef.upperTranslation = 0;

    leftRearJointDef.collideConnected = false;

    this.LeftBackWheelJoint      = this.PhysWorld.CreateJoint(leftRearJointDef);

    If you need more information than that, I suggest you read the Box2d documentation and/or the Construct Physics files.

  • syncdot

    Yes, I meant the other way around. The "Start time counter" starts a counter and the "Stop time counter" stops the counter.

    Thanks for the find and I will change it to the right text!

  • achudzik

    That is strange, because the Time manager is using Construct builtin variable runtime.kahanTime.sum from the SDK, to calculate the current time for the timer. So its nothing I control myself in the plugin.

    Do you have other time-issues, besides this plugin, when running different hardware?

  • A new version is out! Current version is 1.05!

    Now the download files are stored as a *.c2addon file, to make it easier to install and update the System Manager plugin.

    I have added support for Construct debugger. The data is read only. I have also added support for Construct saving/loading functionality.

    A new function is the "Get object from Object type" condition. This condition searches for a given object and returns it. This condition works similar to the "Pick Nth" system function, but the user can search on a specific variable instead of just a instance value.

    See orginal post for information and download link!

    Thank you all for your interest and support with this plugin! <img src="smileys/smiley1.gif" border="0" align="middle">

  • It was a really long time since the last update, but today I have released a new update, and the latest version is now v1.10!

    With this update I have added support to save and load all timers and counters with the Construct save/load functionality. I added support for the Construct debugger as well, so now you can get some info when using that awsome tool!

    And I have also made the change so now the plugin files are downloaded as a c2addon-file instead for a zip-file. With the c2addon-file you can drag&drop the plugin file directly into you Construct program, making it easier and faster for you to update your plugin files.

    <center>Download v1.10 Plugin as c2addon file</center>

    I hope this update will be of big use for all of you who uses this plugin. To get the whole change list and more information, go to the top original post and get the new update now!

    Original post

    Thank you everyone for your feedback, suggestions and support! <img src="smileys/smiley1.gif" border="0" align="middle">

  • funkyos

    Sorry for the long delay to answer.

    I see what you mean, and i have to check the code, but i suspect

    its because the function does a check, and if the counter is running, then it will not be restarted.

    Really nice!

    Im really hoping for that the new Arcade will be mobile friendly!

    Playing all these games directly in the mobile browser would be really cool!

  • The good thing with html5 is that the computer setup doesn't do much difference anymore, since its all run in the browsers.

    What you should do, is to test the game in different browsers instead, with different screen resolutions, to make sure your game is running smoothly, and looks like it should, on all browsers.

    If you use webgl, then construct should revert to canvas automatically, if webgl is not supported. So you could do some test there aswell, to make sure it doesn't look wrong if webgl isn't supported.

    If the plugin works good enough for you in different browsers, then they should work for other people as well.

  • I recommend to read this page about trajectories:

    http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html

    It can be little hard to understand at first, but this page really helped me to do trajectory calculations for 3d space.

  • SoldjahBoy Thanks for the input! Some nice ideas you have written down.

    Although I have to say, that I haven't updated this behaviour for around a year now. The company I worked for where I started to developed this behaviour doesn't exist anymore, and Im working at another company, where we don't use Construct.

    I do have a Construct licence myself and my plan was to work with Construct on my spare time, but work and family is taking all my time, so I haven't been able to work with Construct at all for the last year, and I don't know when I can sit down and update my plugin/behaviour projects I enjoy working on.

    Now to your comments!

    • With the crashing on export, I cant say why. I was working when I did the behaviour, although that was around the r100 update, so things have changed and therefor it probably doesn't work as it should. The behaviour relies heavily on the internal physics engine in Construct, so if there was a internal change, the risk is it affects this behaviour. Try to export without using "minify script", and see if that helps.
    • With getting a more feeling of "asphalt" then I cant straight out say what you need to change, since changing one parameter can change the feeling of the car, so the sollution lies there somewhere, just takes amount of time to get it right. But I would think it lies in the wheels and how their settings are set.

    I used to work with Virtools and their car physics, which had loads and loads of settings to play around with. And it could take very long time with fine tuning to get the car behaviour you wanted.

    In my todo list, there is more settings I would like to test and develop to change the behaviour of the car physics.

    2. Stuff like that is what I want to develop for the behaviour in the future, but as I stated, I don't know when that will be.

    3. I can't remember really what caused this. But normally you need to place the car objects before you add the car physics. moving the car after the physics is set, then issues like this can appear. Don't know if that is the cause of your issue though.

    4. This setting doesnt do anything. I put it there to make it easier to seperate the setting parameters. There is probably a better way to do it now :-)

    5. Maybe its possible to make some function for that. But generally you would need to use some kind of force since that is how you make a pyhsics object to move, to make the movement and physics behaviour realistic.

    Im glad that you enjoy using this behaviour, and I hope I get some time soon to update it, and add my list of features and fixes that I have in my head.

  • Epox

    I don't know any easy way to do that, sorry.

    In theory, you would have to destroy the behavior, mirror the car, and add the behavior to the car physics in order to make it go the other direction. How and if this is possible, I don't know since I haven't tested it.

    Maybe another way is to have one car pre-created in each direction and switch between them somehow, depending on which direction you want to go.

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  • trollface

    Are you certain that the error comes from this behavior and not from something else? The behavior is still in beta, so it is not finished.

    All behaviours/plugins are open source, so if you feel like it, you can always try to change around in the source code to fix the issue, if the issue do come from this behavior.

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CodeMasterMike

Member since 6 Dec, 2011

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