Prominent's Recent Forum Activity

  • I think you should put them in one container. That's a in the properties of every sprite.

    I hope that helps

    Do you mean put them in one family? They already are in one family.

  • You can also check out the three.js docs to get a feel for how things work in the background, since q3d uses the three.js library. http://threejs.org/

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  • I have physics objects connected together, and I want to reposition one without it messing up the connection.

    This use to work in the past with the older physics version, but since the physics update, this seems to not be possible anymore without the connections becoming messed up.

    Anyone have any methods to get around the issue? I want instant positioning. I don't want to have to progressively move the physics object.

    see this post:

  • Ashley , here's another dl link. I don't use those other services. http://www.megafileupload.com/d2S0/alex ... uggy3.capx

  • Closing as won't fix, this looks like a mistake in your events. Please also see the bug report requirements regarding providing a minimal .capx; this project has over 100 events, most of which are unrelated to the problem.

    The problem seems to stem from the first action of event 7 in the "Rope" sheet. It looks like you create a chain of objects going vertically down, then you just "set position" the last one to the destination position. As the physics tutorial describes, this effectively teleports the object, and since teleporting an object is a physically unrealistic thing to do the results are often also physically unrealistic. I think you need to find a better way to create the chain.

    How come it worked in the past then? Since the update to the physics, it does not work.

    Kind of odd that we're not suppose to reposition a physics object. I think a lot of situations repositioning an object with physics makes sense. In a game , you need to teleport objects in a lot of cases. Games aren't suppose to be realistic.

  • Its a physics bug.

    You should create a capx with only events that produce the error. Especially if what you are working on contains content you purchased from the store.

    It may be a physics bug, but it is related to setting the width of the sprite with the physics behavior attached.

    Also, the content is created by me. These events were in a template I uploaded to the store ( I have recently updated it to a working version that is awaiting approval)..

  • Problem Description

    position an object and then add joint causes it to have incorrect positions/jittering..

    Attach a Capx

    http://www.filedropper.com/alextemplatebuggy2

    Description of Capx

    it created a bunch of physics objects, connects them together, positions the last one to another and connects them.

    Steps to Reproduce Bug

    • run game and see the buggy connection

    Observed Result

    the connection on the end is buggy.

    Expected Result

    should not be jittering/repositioning like crazy

    Affected Browsers

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

    Operating System and Service Pack

    win vista

    Construct 2 Version ID

    r206

  • Problem Description

    When the width of a sprite is a float value, it crashes. It doesn't if it is rounded.

    Attach a Capx

    http://www.filedropper.com/alextemplatebuggy

    Description of Capx

    has sprites that are setting their widths to distance() , and crashes after 30 seconds of running.

    Steps to Reproduce Bug

    • run game and wait about 30 seconds

    Observed Result

    it suddenly closes after 30 seconds.

    Expected Result

    shouldn't crash.

    Affected Browsers

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

    Operating System and Service Pack

    win vista

    Construct 2 Version ID

    r206

  • OKAY.. I fixed the issue.

    I've uploaded a v1.2 capx

    It should be made available soon once it is approved.

    I also found a bug with Construct 2 that I will report, but the template will work with latest construct2, and with nw.js .. If you are using an older version of node webkit, you may want to update that.

  • It appears it was because I was using node webkit 10.5

    When I updated to nw.js, it worked.

  • I had to add code to the q3dsprite runtime to fix the issue.

    It now works with that code I've added.

  • QuaziGNRLnose , I modified the q3dsprite runtime to fix the flipping/mirroring.

    I added the following code at line 528

    //make sure flip and mirror work
    if(this.sprite.scale.x<0)this.sprite.material.map.offset.x = 1, this.sprite.material.map.repeat.x = -1;
    else this.sprite.material.map.offset.x = 0, this.sprite.material.map.repeat.x = 1;
    if(this.sprite.scale.y<0)this.sprite.material.map.offset.y = 1, this.sprite.material.map.repeat.y = -1;
    else this.sprite.material.map.offset.y = 0, this.sprite.material.map.repeat.y = 1;
    [/code:vb2c4wpv]
    I also added these in the setMirrored and setFlipped Acts:
    [code:vb2c4wpv]
    		this.mat.map.offset.x = (m === 0 ? 1 : 0);
    		this.mat.map.repeat.x = (m === 0 ? -1 : 1);[/code:vb2c4wpv]
    [code:vb2c4wpv]
    		this.mat.map.offset.y = (f === 0 ? 1 : 0);
    		this.mat.map.repeat.y = (f === 0 ? -1 : 1);[/code:vb2c4wpv]
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Prominent

Member since 28 Apr, 2012

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