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  • I noticed this recently as well. Does the physics object have any joints on it? I'm wondering if the joints are affecting the value.

    Perhaps you can record the last position it was at (in the previous event cycle), and calculate the current trajectory based on that?

  • Hasan999, the reason why the angle is set is because setAngle has no relation to physics- hence it doesn't need to wait for physics operations. What I'm asking about is related to the implementation of the physics and how the joints get updated.

  • hundredfold, joints can only be made one way.

    There's no way of knowing if the joint has been made yet, though, which can give you in-adverse effects if you need to carry out an operation based on that information. It won't work if you just set a variable when you add the joint, because the joint won't be made exactly when the variable is set.

    physics updates every tick before the events are ran. Is this the case for joints (because it doesn't appear to be)? Do joints get created when a physics object is created, or do they get added after they get created, and if so, when?

  • If there was a way to check how many joints a physics object has currently, that would be great.

    At the moment, when you create a joint, it isn't instantly added, and you have to wait a bit before the physics gets updated. I think it's the same case when creating instances of physics objects.

  • Hey can't wait for the grappling hook.

    I will appreciate it if you could write a guide

    and upload the template for it:)

    This hook template looks promising Will check it out!

    Thanks!

    The template is now available.

    Here is the article that is included with the template and it describes the process on how it works: http://www.alexhw.com/docs/GrapplingHook.txt

    So you might be able to make it yourself by reading that, but there are various quirks I encountered when I made it, which might be frustrating to solve. If you want to save yourself the time and headache, get the template!

  • Alex's Grappling Hook — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/alexs-grappling-hook-480

    <p>This is a grappling hook. You attach to a wall, and swing around as shown in the video. It uses construct 2's physics behavior. Also included is an article on how it is implemented. You should be able to incorporate it into your own games.</p>

    Use this topic to leave comments, ask questions and talk about Alex's Grappling Hook

  • Here's a grappling hook mechanic I made. I'm also writing a simple article about the process behind it that will be included. Will be available within a few days I think.

  • Update to the template is now approved/available!

    http://youtu.be/8K90nH7_oeM

    I fixed a couple bugs from previous version. Also included a grappling hook. The grappling hook is simple, and more of an experimental feature at the moment.

    The big addition is that now the player can now shoot projectiles and there are animation states that go along with them.

    current projectile types:

    • single shot,
    • bouncy,
    • laser,
    • instant,
    • arced,
    • boomerang,
    • flamethrower

    These can be enabled/disabled, and player can cycle through them, etc.

    also with option of shooting towards mouse (360 degrees), or restricted to 45 degrees via keyboard/buttons.

    Next, I plan to work on implementing simple enemy types that you'll be able to shoot.

  • http://youtu.be/8K90nH7_oeM

    Okay, so I've submitted the update to the Template! So it should be available whenever it gets approved.

    I also plan to raise the price by a few dollars due to having put more work into it and it becoming a better product (so buy now if you want to save a few dollars- you'll be able to download any new updates when they come available). I fixed a couple bugs from previous version. The grappling hook is simple, and more of an experimental feature at the moment.

    The player can now shoot projectiles and there are animation states that go along with them.

    Next, I plan to work on implementing simple enemy types that you'll be able to shoot.

  • Is this already for sell or still being worked on ? Look really good.

    The update to the template will be made available soon once I get player animations working for the projectiles, and some experimental grappling hook feature working. Someone recently requested I add a grappling hook, so I'm adding that, but there's a strange bug with it, so I'm trying to sort that out. It might not be fixable if it is related to the box2d, so it'll probably just be a bonus thing for people to mess with.

    edit: seems like there's some inherent issue with box2d- not sure how to fix.

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  • currently working on an update to the platformer template that will include various projectiles:

    planned projectiles at the moment:

    • boomerang
    • laser
    • fireball
    • bouncy
    • bullets
    • flamethrower
    • arrow
    • axe/knife
    • grenade

    There will be an option for toggling whether to use mouse control or have preset angles.

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Prominent

Member since 28 Apr, 2012

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