marcelokohl's Recent Forum Activity

  • Hi, I do not know how to explain the problem or how to look for a better solution for him.

    I am creating a turn-based game, and the characters can walk in L between 1 and 6 tiles per turn.

    I managed to create the tiles selection around the character, but could not find a solution to block the tiles that it does not reach, if there is a blockage.

    https://dl.dropboxusercontent.com/u/130 ... index.html

    In this example I made with pathfinding, it shows how it should work in theory, but it is not feasible every time selecinar a character to show the area to reach, take all this time my example.

    My tests:

    https://dl.dropboxusercontent.com/u/130 ... inder.capx

    https://dl.dropboxusercontent.com/u/130 ... nder2.capx

    I could explain my problem?

    Is there any solution?

    Regards.

  • Problem Description

    I have a game with a family of elements with the physics behavior. And one of the objects of this family is an element with 2 "imagePoints" which is used as a "joint". When I run the action "create revolute joint" for each of the two "imagePoints" I realized that the "joints" only work if they are above the other elements, as shown in .capx.

    Attach a Capx

    [attachment=0:2oa41ynf]Bridge_revolute_joint_on_the_fly_3.capx[/attachment:2oa41ynf]

    Description of Capx

    Viewing the .capx simply click your mouse to activate the physical

    https://dl.dropboxusercontent.com/u/130 ... index.html

    Steps to Reproduce Bug

    • Create a family with physics objects
    • One of the elements will have 2 imagePoints and will be the joint to join the other elements
    • If the "element joint" is below the other elements to be joined the "create revolute joint" does not work

    Affected Browsers

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

    Operating System and Service Pack

    W8.1

    Construct 2 Version ID

    release 191 64bit/steam

    ps: I talked by email with Julien explaining the problem, and he advised me to start this topic.

  • Cool, man!

    That was exactly what I was looking for.

    It worked perfectly.

    Thank you so much!

  • Hi,

    I have a website with my game in an iframe.

    I need that when you click a button on my site (outside the game), perform an action within the game, which is in an iframe. Is this possible?

  • I managed to alleviate this problem, adding the VelocityY platform in VelocityY of the object above the platform.

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  • Nice, eli0s. I also thought about creating using the PIN, but this leaves the movement of unnatural objects.

    But I think this is really the only way.

    Thanks for capx! (:

  • Hi!

    I am creating a game with objects using physical behavior, and a platform using sine and fícisa behavior. When a physical object is on top with a sine object, it slides. I've changed the parameters of friction and density and solves nothing.

    You guys suspect the reason?

    This is what happens: kohl.com.br/New

    Thank you!

  • Thank you for the explanation,

  • Hi, could you add in 'Tweened Property' the X and Y properties, so we can manipulate them separately. That's because using the "position" to handle only the X, messes in Y too.

    Thanks

  • Thanks, this behavior is extremly useful! <img src="smileys/smiley32.gif" border="0" align="middle" />

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marcelokohl

Member since 28 Nov, 2012

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