Sam Dimanche's Recent Forum Activity

  • Thank you dop2000 for checking it out! :)

    As you suggested I tried to change the stepping parameters but I didn't distinguish improvements, so for the time being I'm letting it as is.

    Weirdly, I felt that reducing the number of rope parts, making them larger, and increasing their density actually made the rope break more easily... It probably needs more testing though.

    However the pole suggestion was super useful and unlocked the situation in a major way!

    I reworked a LOT of things, included the way I compute the rope's length, and now I can determine which is the closest pole in contact.

    I've also stopped increasing the density of the bot, instead I change the force applied to the bot.

    Since we now know which is the closest pole it's possible to apply a handicap (relative to rope's length) or not depending on the angle we move. If the rope is at max length we can still drive in reverse mode for example.

    This is coming together, although the controls of the robot are still really bad... I wish I could simple add the "Car" Behavior to it but it doesn't go well with physics.

    LINK HERE

    I'm still very interested in how I could make this prototype better (be it in its driving or rope mechanic) :D

    It's a little disingenuous to say we basically want C3 to be free though just because we say the free trial version is so constrained that it will often prevent people to not even bother ^^

    But ultimately I suppose we only have anecdotal experiences and Scirra has a bigger picture in mind.

    Personally, I didn't really consider Xbox either. Or PS4 as a matter of fact. But my game is a puzzle game and the touchscreen of the Switch is a big plus.

    I must say I eventually ended up taking a C3 licence after someone let me use his licence for a month. This was technically "illegal", but without this real trial period, I'd never have ported my whole game from C2 to C3. Why would I have purchased a product I couldn't get a feel for ?

    The free version is really miserable to be honest.

  • Ok I'm slowly progressing. This is probably not CPU efficient but by measuring the length of the entire rope every frame, I can then increase the Robot's density if it gets too long, as well as the linear damping.

    LINK

    The main problem at this point is that it makes it very hard to drive in reverse when you got stuck because the density remains very high...

    Also the rope can still snap sometimes, but it's much rarer and I feel like by tweaking some values like the speed we can reduce the risk a lot.

  • Hello everyone,

    For a side project I'm trying to create a little robot that moves while being on a LEASH that starts from a fixed place. However that leash has been a real struggle and although I've made a good headway it's not entirely satisfying yet.

    1/ The leash needs to follow the robot in a realistical way

    2/ The leash is unbreakable and prevents the robot from moving farther than its max length

    3/ The leash must have some form of solidity so that it doesn't go through walls and poles while trying to follow the robot

    Basically I need a rope that acts pretty much like that rope in a Super Mario Party game (see 41:15).

    I have already produced a base project. LINK HERE

    First I tried to go the Pin (Rope Style) route but the movement was not realistic. My current prototype uses Physics Behavior instead.

    • I am more or less satisfied with how the rope follows the robot although sometimes it does vibrate / pulsate weirdly.
    • It is solid-ish. When you go around poles it does get stuck. But if there is too much tension, the little parts get further and further aparts until the rope actually goes through the pole. The joints are not strong enough.
    • It does not at all prevent the robot to go further than rope's length. The little parts just get further and further apart themselves, as if the "tension" increased, but it has zero effect on the robot. I could reduce the force I apply to the robot by a value representative of the rope's tension but I don't know what formula would fit.

    As usual I'm suuuuper grateful to anyone trying to help =)

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  • Do not run it every tick, it will kill performance.

    Yeah it was just for testing purposes.

    I'll try the workaround for the overlay not refreshing, but I already have objects moving on and out of screen (namely one tiledbackgound looping infinitely), so I'm not expecting too much ^^

    I will see if that works and come back to share the results.

  • Thank you so much for doing the reporting! Does it mean if I revert back to an older nw.js (say 0.43.1) it would "solve" the icon problem?

    I tried your pluginless workaround. First, thanks for cobbling it together! I didn't know when to trigger this event since the steam popups do not trigger the "On Overlay Activated" condition, so I went ahead and let it run every tick for now. Unfortunately I didn't see any change regarding the trail that stayed as usual :/

    (I am not in worker mode btw, and I tested on a real Steam build)

  • Thank you so much Mikal . I was aware this plugin existed, but for some reason I always shy away from third party plugins, however stable they might be. I don't know why. However, seeing how the official plugin has stagnated for so long I'll definitely go against this stupid unspoken rule of mine and use your plugin from now on :)

    As for Electron I didn't know it existed until recently. I've always used NW.js. I definitely need to investigate Electron to know what it can bring me :D

  • Thanks. It's just that in this case everything seems already... "made". But I'm glad you hear requests and I've voted for related suggestions in the aha-board.

  • You can loop through each elements of the array and create text objects of the right size at the right place like this for example :

    mediafire.com/file/dki6k5iwnyck1gg/TableDisplay.c3p/file

    i'll let you tweek the numbers. You can also add a background to the table, or cell borders, just do it in the loop and set their size just as I set the size of the text objects.

  • Great work.

    Sorry to bump you Ashley, and I don't want to derail the topic too much, but what is your opinion about updating Greenworks with these new "node" files and adding new functionalities to the official plugin such as the ones on the Github link TheRealDannyyy referenced just before?

    Apparently a lot of features could be supported, is the interest in exporting to Steam so low that no update is planned at all?

    Steam being the biggest PC game market you'd think we would want to make it as easy as possible to publish games on it :x

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Sam Dimanche

Member since 31 Dec, 2016

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