RattyRat's Recent Forum Activity

  • One more for the weekend - This one you can see in your Joints example capx.

    In the prismatic example the Angle of the second object in the joint (prismat2 in this case) always gets set to whatever the first objects angle is.

    Not sure if this is intentional, rather limiting if it is.

    Cheers,

    RR

  • Hi - Here`s a more complicated one to do with joints, sprite animations and destroying sprites - https://1drv.ms/u/s!Aup_NDH7UAIvgrZWmsOorNgLI0bzgw

    Press LMB to spawn new sprites, all fine until you start to press the RMB which destroys the oldest remaining sprite, after a few presses you should get a java exception which seems to indicate some issue with the weld joint.

    Issue does not occur if there are no joints or the animation frame is not changed.

    Not actually a problem for me, I fully intend to use one, invisible, sprite for physics and another for visuals, this just showed up during prototyping.

    Cheers,

    RR

  • [quote:104pcoru]Dammit, it's hard to post replies at the moment...!

    Darn right, something very dodgy with the scirra server just now. That`s how you got the double post earlier.

    [quote:104pcoru]To avoid this issue, if you're going to create objects and change their angles upon spawn, it's best to set the behavior disabled and only enable it after the object has been rotated.

    Yup, that`s what I have done, and will continue to do. I imagine you`ll want to add a note about this in the instructions.

    [quote:104pcoru]Hi. Thanks for the bug report. This is caused because one of the assimilated bodies is destroyed whilst it is assimilated, causing the behavior to contain references to objects that no longer exist. I can modify the plugin to prevent this from happening.

    Thanks, I`ll continue to un-assimilate before dropping the sprite anyway, it`s probably good practice.

    I noticed an update today, thanks.

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  • Hello,

    Afraid I have spotted another one - here is the link : https://1drv.ms/u/s!Aup_NDH7UAIvgrZAt6XHUt-KeMcHqA

    Pressing LMB spawns a new object based on the position and angle of the previous one. Every few sprites you should get one that seems to be fixed in position (although the debug panel shows considerable downward velocity).

    This does not occur if A) the angle is always zero or B) the object has Box2D+ disabled initially.

    So.... Lots of things to keep you busy.

    RR.

  • Hello,

    Afraid I have spotted another one - here is the link : https://1drv.ms/u/s!Aup_NDH7UAIvgrZAt6XHUt-KeMcHqA

    Pressing LMB spawns a new object based on the position and angle of the previous one. Every few sprites you should get one that seems to be fixed in position (although the debug panel shows considerable downward velocity).

    This does not occur if A) the angle is always zero or B) the object has Box2D+ disabled initially.

    So.... Lots of things to keep you busy.

    RR.

  • Hello again.

    Thanks for the capx - it has helped me pin point a bug (or unexpected behavior) - here is a capx to demonstrate (based on your Assimilate demo):https://1drv.ms/u/s!Aup_NDH7UAIvgrY-Uhp8nrL-Ac5ruw.

    To see the problem simply press the "-" key while the objects are assimilated, it breaks the object completely and it is them impossible to re-assimilate the sprites.

    The work around is to make sure the sprite is un-assimilated before destroying it, so I suspect your behavior needs an explicit un-assimilate before a destroy sprite, assuming that is possible?

    Cheers,

    RR

  • Cheers

  • Hi Colludium - Could you post the capx of your Assimilate joint demo, I am trying to use it but am getting some odd results.

    I need to grow my player object (essentially add more sprites) and fix them together using Assimilate but as soon as I get to the third object the first one`s shape seems to get lost (stops colliding) although it is still attached to the other sprites.

  • I got it from here: [link removed by MOD at request of Colludium] - oops, just thought probably not a good idea to post my download link here.

    One drive link for the file I downloaded - [link removed by MOD at request of Colludium]

    It has no .js files in the archive. I have downloaded the file more than once.

  • Hi Colludium,

    Just bought this and got a problem - Unzipped and placed it in ....\Construct 2\exporters\html5\behaviors when I start Construct 2 it says it cannot load your behavior as it cannot find ....\Construct 2\exporters\html5\behaviors\Box2D+\common.js .

    Any ideas?

    Cheers,

    RR

  • Drago_18 - Thanks, I`ll make sure I have the time to test it properly before I buy it then. Mind you, one of the examples seemed to do exactly what I wanted.

  • R0J0hound

    Ooh, thanks, I had never spotted there was another Physics behavior (assume you mean https://colludium.itch.io/box2d-plus ). It does look like it does what I want, I think it is probably worth risking £5.99.

    I still intend to learn Unity, I want more control than C2 gives me, I keep getting off to a good start with my ideas only to get stuck trying to do the fiddly bits. I imagine I`ll end up using C2 for rapid prototyping before writing the full game in Unity (or whatever).

    Incidentally a recent mail from Unity was suggesting you can now make an entire 2D game in it without writing a line of code. Hmmm, well we`ll see!

    Thanks again,

    RR

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RattyRat

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