hrisnz's Recent Forum Activity

  • Thank you :) good to hear

  • Is there any better way after 4 years to do this than clamping every tick? :) Thanks

  • I found a solution :)

    i stored the player.physics.velocity.x and y and angular velocity in three variables.

    My plan was to save them just before the "shift" (see post above) and reapply them right after the repositioning. But I still got weird results.

    I disabled the physics behavior just after saving the variables and enabling it right after the shift. Works like a charm ;)

    Hope this might help anybody in the future

    Best,

    Chris

  • Ive seen this topic is super old. But couldnt find another way yet. I understand the reason behind avoiding "set position" when using the physics behavior due to lateUpdate and so. My situation is the following:

    Im building an infinite top down game, camera following the player, player can move in all directions. To make it possible to generate new level parts and "forget" old ones, i created a 9 square grid. Whenever the player overlaps with the next tile e.g. up: step one - the bottom row of the level squares positions above the other and then step two - the whole grid is shifted to the original position.

    player is on 5, entering square 2:

    1 2 3

    4 5 6

    7 8 9

    becomes:

    7 8 9

    1 2 3

    4 5 6

    and the whole grid shifts down by one row.

    This way you can walk in every direction like on an escalator.

    The problem appears now in the second step, when repositioning the grid / everything, the level, assets etc. I also need to reposition the player, that is controlled by physics force.

    How can I get such an effect?

    Its not possible to position "Layers", also having everything that needs to do the level shift in a "Family" doesnt do any good. Containers dont help. And setting the position of the player naturally sets his velocity to 0.

    Any ideas or other approaches? I built a linear endless runner before. Theres tons of tutorials on that. Also on generating levels randomly "beforhand". But not live in all 4 directions.

    Would love to hear from anybody. Any help is much appreciated.

    Best,

    Chris

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  • Any new thoughts on "none combat games"?

  • Uh yes, a general tutorial on a workflow "how to patch/ update your game" would be cool. For example adding new levels.

  • I'm pretty sure this must be an update or something since the last answer on this post. But I just stumbled across it and used the physics behaviour's enable/disable action. So for anybody, who is looking for the same thing

    (having physics behaviour based movement)

    Object A should collide with B

    Object B should collide with C

    but A shouldn't collide with C

    Event: "A" is on-screen Action: "A" - disable physics collision with "C"

    This object-based disabling wasn't possible back then?

    All the best,

    Chris

  • Thank you for all your advice guys!

  • Still haven't found any solution. Anybody having the same problem? Any clue on solving this collision problem with bullet + solid interaction would help a lot.

    All the best,

    Chris

  • Thank you for the reply! This idea sounds really good. Will try it in the future, if it works i'll post it here. Thanks again!

  • Nope, sorry to say so.

  • EddyDingDongs resume sounds pretty good. Did anybody have any success on this (multiplayer + physics) topic?

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hrisnz

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