Demkamen's Recent Forum Activity

  • Yann

    [quote:1amv21xs]Or maybe I misunderstand what you mean by "to add origin point", if you mean that you have to setup the vertices, then yes, since the physics engine need the polygon to work.

    no, no, you understood right, origin point - the center of an object, you have the special code for it. Maybe chipmunk need it to use as the center of the mass (don't really know, will check).

    [quote:1amv21xs]What I would advise is to look for some tool (or maybe even make one in C2) where you can create polygons and export a json, and then load it and rebuild the polygon by looping through the points defined in the json...

    this is not good solution for me. Just imagine, I have a really big levels with a lot of physics object on it, and every minute I change position of something, or level geometry. It's a pain to manage 2 level editor and syn them every minutes using json string.

    And it's really sad that current level editor in c2 doesn't support such tools which useful in level design. I have to use a lot of different sprites with textures to fill all this polygons(which is also now different sprites), instead of 1-2 texture of all geometry.

    [quote:1amv21xs](hm... I just realized that there's two AsJSON expression... just try one that work ... not sure I'll ever really update that plugin... if I do, one day, I might actually implement what I mentionned earlier, the property with the list of vertices... but meh... )

    ok, maybe I hard designed it using sprites as vertex

  • Yann

    I've found out why it happens. First we need to add origin point, and second - activate chipmunk behaviour after starting layout.

    This plugin is cool, but what I really don't know: how to manage all this points for big levels. it's a pain to create a lot of vertex in layout and marked it as 1, 2, 3, etc. Any Idea maybe?

  • Yann

    Hi, any chance to make it work with chipmunk physics? I tried, when I set up it as polygon in chipmunk I got an error: moment of inertia couldn’t be 0 . Any idea?

  • tetuan

    thanks <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    [quote:2xcaqg1v]How can you manage to save online? Which platform do you you use?

    Can you please give a short information? Thanks a lot anyway

    sure! This is id.net extension provided by y8.com. You can download it here: https://github.com/webgroup-limited/y8-construct-sdk.

    in short: you have to be registred here: https://www.id.net/ to use it. Add you app name and get the app key (you also can add scoreboard, achievements and manage users screenshots).

  • YoHoho

    ah, ok, I try to explain. like Dis-honored.

    DisEviled, like a name of hero because he killed a lot of demons and he is fighter with evil

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  • thanks anty21ro, facecrime

    YoHoho

    [quote:21r5z0e1]Is anything spelled wrong...? Or...what?

    sorry, don't understand. What do you mean?

    [quote:21r5z0e1]Well polished and a joy to look at. Loved the Geralt-look-a-like

    Congrats on the project!

    thanks!

    [quote:21r5z0e1]I'm quite impressed with the scope of the whole thing.

    Is this a one man project? Did you rely on any templates for this?

    What about monetizing it, it looks like more than a hobby effort?

    the volume is really big. The biggest game I have ever made.

    We two-man team, coder and artist. Made everything from scratch. Used spriter engine (special thanks to lucid)

    Before this project, we made a lot of games using stencyl engine (You can check Diseviled 1/2). But stencyl wasn't so perfect and fast

    Making games is my hobby, even if it gives me money. I can't say the numbers, sorry

  • graham-s, Cassianno, hhg23121998,

    thanks guys!

    [quote:yeib7p0b]Personal question: do you have one layout for each scene? Care to say how many layouts? An estimate...

    yes. I have a lot of cut-scenes and have to split the game to layouts. So, 10 layouts for intro and tutorial. 10 layouts for main gaming. 4 layouts for bosses. 2 layout for final cut-scenes. So, generally 26 layouts for gaming and I have some layouts for menu/resources/debug - 7 layouts.

  • Hi, R0J0hound

    I am trying to make my own ragdoll system with your physic and Spriter. My problem:

    when I spawn physics sprites, it inherit angles of spriter animation. So, for example: head has 3 degrees and body has 355 degrees. I connected it with piviot joint which is works nice, and rotary limit joint (limits: -50 and 50), which brake everything, because the limits between 355(body) and 3(head) too big for chipmunk math(but we understand it just 8 degrees). meanwhile if I turn a bit the spriter animation, and body becames 5 degrees and 13 for head, all works ok.

    Any idea?

  • [quote:28ing693]In the meantime, have you tried using the C3 export or CocoonIO export to see if Spriter animations show up when exported from those wrapper generators?

    Cool, you make spriter for c3. Will check it soon and share results. Here is my game btw: y8.com/games/diseviled_3_stolen_kingdom

  • My second game on construct 2.

    http://www.y8.com/games/diseviled_3_stolen_kingdom

    I am going extend and port it for mobile.

    Any feedback please

  • lucid Hi,

    I wonder if you fixed construct 2 + ios (cordova or phonegap) - it is still invisible, but works fine in browsers on mobile and on android. Will you be able to fix it soon, please? If you haven't got any devices, maybe I can help?

    upd. it is strange, and it is working now, I turned off Use WKWebView on IOS (faster performance). It useful option I guess. Any idea how to fix spriter plugin?

  • For all who also faced with this issue:

    add this in config.xml:

    preference name=“DisallowOverscroll” value=“true”/

    preference name=“UIWebViewBounce” value=“false” /

    and also, better for games to add this in index.html:

    {

    overflow: hidden;

    height:100%;

    }

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Demkamen

Member since 21 Aug, 2016

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