Prominent's Recent Forum Activity

  • The elevator/moving platform thing, i just did that by giving it a high mass & directly setting velocity, there didn't seem to be any problems with deflection on impact, & when it stops moving it's set to immovable.

    That method places limitations on what I can do. I'm trying to find a solution that maintains all the physics qualities but can cancel out forces from specific objects.

  • R0J0hound , post collide only triggers once I think when it first collides, but if the player is standing on the elevator, the elevator would need to continuously negate the forces pushing down on it. I tried anyways, but elevator just gets pushed down.

    I also tried the foreach collision pair, and seeing if I could negate forces, but didn't have any success with that.

    I've also tried using another object to position the elevator to as a way to keep the elevator from moving, but then it causes objects to sink into it. I assume because it is still getting pushed but the position becomes reset.

    :

    edit: also, another reason not to use joints is if the elevator must change direction while moving.

  • R0J0hound , I tried setting the mass to Infinity, but it causes errors related to collision stuff. I'm not sure why.

    I also thought about using joints, but I'm not sure if it would work the way I want it to.. I was going to see if I could add some action to discard the effects of a collision on a chosen object, but wasn't sure where to start. Is that something even possible?

  • R0J0hound , I'm trying to create an elevator. I'm trying to make the elevator not receive any forces from other objects when they touch, so that the force I apply on the elevator is the only force influencing the movement. Any ideas on how to accomplish this?

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  • Problem Description

    tileAt returns incorrect value for a tile after loading json string.

    Attach a Capx

    http://1drv.ms/1GMrqN9

    Description of Capx

    A tilemap has tiles predrawn. At start of layout it loads a json string into the tilemap, which changes some of the tiles.

    Steps to Reproduce Bug

    • run project

    Observed Result

    The tiles that weren't changed now return -1 when using tileAt expression.

    Expected Result

    tileAt should return the correct value for all the tiles.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    win vista sp2

    Construct 2 Version ID

    212.2

  • Apparently any use of the Opacity expression in a Q3Dsprite causes an error, because the expression doesn't exist in the runtime. You need to copy over the expression from the Q3Dmodel runtime into the Q3Dsprite runtime for it to work.

    So if anyone runs into this problem, that's how you can fix it.

  • Waltuo , I would just use chipmunk to create the platform movement. It's not that difficult to setup if you understand how chipmunk works. If you can get it working with chipmunk, you'll be more knowledgeable on how to use it for other things, etc.

    here's a gif of something I'm working on that shows a basic platform movement using only chipmunk: http://i.imgur.com/vtWs7Ch.gif

    An important step is to disable friction on the player while moving it, and then reset the friction when move input is released (and also when player is on the ground; you need a way to check if it is or not).

  • Do you have any visual examples, such as a capx showing the problem? because I'm not sure I understand. I mean, I think I do, but I haven't noticed it before. An example would help get your point across.

    I'm also wondering if perhaps there might be camera movement influencing any pixel rounding?

  • It seems like it is designed for someone that doesn't know how to use a computer.

    Is that something that should be encouraged (being brainless)?

  • One good thing that is good about an event-based editor is that if you do a lot of programming, you can also use Construct2 at the same time without making yourself forget the other stuff you were programming. I find that if I'm programming more than one thing, it becomes difficult to remember one or the other because usually you can spend a lot of time in one figuring out how to make stuff work and then having to relearn how things work in the other. Also, it is easier to return to a Construct2 project after taking a break from it compared to returning to a project that requires relearning what all your code does.

    But regardless, it is good to try different things so you can get familiar with what is available and learn what is the right tool for you for the job/task in front of you. I've been using all sorts of game makers since klik n play, and also have been programming in various languages. All of them allow you to make great games- so you just have to choose to make them if you want to. Good luck to everyone, no matter what you choose to do.

  • Will this plugin allow creating geometries via defining vertices and creating faces, etc? And also being able to modify those geometries dynamically? Or will the plugin be designed more for premade assets?

  • yes, it can be frustrating to use for the points mentioned above.

    I had been trying to get some raytracing working, and it was very particular in the way it needed to be setup..

    I found out that you can only project a ray against a q3dModel. You can't project it against a q3dSprite. You also can't pick a basic geometry that is created with the q3dMaster.

    You have to set the Model Fit property to Unaltered (it auto sets itself to Fit).

    I also had to rotate the model 180 in the Y axis so that the mesh faces were facing the camera (the ray won't hit if the faces are facing away).

    You also must use a q3dViewport.

    You must have two events:

    q3dViewport-> Pick q3dModel by intersecting projected Ray. Here you can retrieve data from the intersection and put it into variables.

    q3dRaycast-> Raycast and loop over picked q3dModel intersected.

    Note that you must have that raycast event otherwise the first event won't have any data to retrieve.

    I had to figure all this out on my own since these things weren't explained anywhere.

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Prominent

Member since 28 Apr, 2012

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