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  • Hmm, it actually looks more to do with suspending and then resuming into a snapped state.

    Here's a video (apologies Fraps kept vertically flipping it). Up to 0:20 is working as expected (UI shrinks on snap), then after that it doesn't fire the event. I should imagine checking the state on start of layout should work - will test now.

    youtu.be/09pZnb_fmDo

  • Hi guys,

    Great work on Windows 8 functionality so far. A small bug I seem to have found:

    In Windows 8, when dragging the game from a background state into the snapped position, the 'On view state snapped' event doesn't fire. When in a foreground state it works fine.

    Thanks!

  • +1 for shadow casting and light casting. Gish and Thomas Was Alone make great use of these. It really ups the production values of sidescrolling platformers.

  • Thanks for the reply, that's very useful. In regards to changing the size of the physics object - I only want to change the sprite width/height, not the physics body itself. Is it possible to change sprite size without updating boundaries (circle collision)?

  • Hi all,

    I'm looking at creating my first behaviour - dynamic squashing and stretching based on velocity.

    As this is dependent on the physics behaviour, what is a the best way to access physics properties like VelocityX etc. ?

    Thanks!

  • Sorry to revive an old thread, but I'm having this problem too. The example from Kyatric explains it perfectly.

  • Thanks! That makes lots of sense, I don't know why I was determined to unpin a physics object - spawning a new one works great :)

  • I've updated the .capx here to illustrate my point:

    https://www.dropbox.com/s/ub8squybwbtwvsl/missile%20pin%20test.capx

    This doesn't seem to be related to the bool, but rather the unpinning taking an indeterminable amount of time to actually unpin, despite being registered as unpinned.

  • Thanks for the reply. The problem with this is that it continues to fire the physics impulse, rather than just doing it once.

    If another system event 'Trigger once' is added, the unpredictability persists.

  • Hi all,

    I've been having some issues with the pin behaviour when combined with physics objects.

    I want to simply unpin an object then apply an impulse. You can find a .capx here: https://www.dropbox.com/s/ub8squybwbtwvsl/missile%20pin%20test.capx

    99% of the time the force isn't applied. When adding a wait, of around 0.1 seconds it launches, though becomes unpredictable across different spec devices.

    I've even tried testing for the object not being pinned then applying the force but it makes no difference :(

    Any help would be greatly appreciated.

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  • Ashley - I agree, I'll look into this soon. Thanks for the help.

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thehen

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