PlayerEmers's Recent Forum Activity

  • Colludium im going to disturb you again (sorry)

    its possible with your plugin to disable collisions with a object for only one instance?

    (see this: construct.net/forum/construct-2/how-do-i-18/disable-collisions-for-one-ins-69485 )

    while its possible to do it with native box2d, its impossible to do it with the C2 physics behavior

    example: im using the physics behavior to make enemies behave/move... when i collide with one enemy, i want that instance of enemy that i collided to disable collisions with pretty much everything else, while other enemies still work just fine

    if is possible to do it, i will most certain buy your plugin right now

  • just compare this thread

    on the new forums: construct.net/forum/construct-2/how-do-i-18/how-do-i-simulate-vector-terra-108277

    the cache from the old forums: webcache.googleusercontent.com/search

  • PlayerEmers - I don't think that there is and I suspect that this is a feature of all physics libraries (at least those based on box2d, from what I've seen).

    ooh... ok

    i think i will just ignore this thing/make it a gameplay feature (if you force the wheels you lose? lol)

    anyway, thanks for your replies and sorry about wasting your time

  • to make the car feel heavier you can increase the car density or tires density.

    talking about tire spreading out, there's no solution to that.

    i will try the density thingy

    and about no solution, oh... thats bad :c

  • PlayerEmers , here you go https://drive.google.com/open?id=1bEdde ... h20X516IqL

    i removed unncessary actions like stepping mode, set gravity & some other stuff which I don't remember xD.

    you don't have to set gravity for every object of the car, you set the gravity in "start of layout", and gravity is set for the whole world, so setting "car set world gravity to 15" is = to saying as "world set gravity to 15".

    also physics is not framerate independent, so just don't set it that way as it will create problem with different framerates.

    thanks for your replies

    i did not know it was global if you set world gravity for only one object

    I really need to set the gravity there, else the car feels too light

    sadly, the problem with the joints getting wrecked/spreading out when forced against a wall/anything still persist :c

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  • oy Colludium

    is it possible to limit the distance a revolute joint can be from it's original placement with your behavior?

    cuz im having this type of problem here with the default physics behavior

    when forced, the joints spread out

    after a while they come back to the original position but i want to avoid it

  • PlayerEmers

    create revolute joint from tires to the car chassis and not from car to tires.

    when asked for image point for tyre type -1 as it will select the center of the tire and select car in the object option.

    so before doing this, in layout assemble the car and tires so that the joints will be placed in the position of the car and tires.

    thanks for pointing that out

    its the right approach, but still, the problem remains

    i tried to set the step interactions event on both tires, but the problem is always present

  • basically when forced, the joints (tires) will just spread out

    i cant find any way to force a limit so they wont spread like this

    (they will return to their original position after a while, but... )

    here is the joint creation events

  • i want to know the same thing but for C2

    when forced, the joints just spread out

    cant find anyway to force a limit to stop that spread

  • PlayerEmers - thanks for asking. The performance of Box2D+ is about the same as the standard Physics asm.js plugin - mine is, essentially, just a later and more complete version of Box2d. If you're aiming for mobile then my recommendation is you should only market to top of the range hardware. Make some tests using the standard plugin and see if the performance is good enough on the hardware you're aiming for. If you need prismatic joints, gear joints, gravity attractors, proper collision filtering and a physics based platform behavior in addition to the standard plugin's revolute joints then Box2D+ is probably what you're looking for. If you're not sure then don't buy this plugin just on the off-chance - it really has more to offer than the standard plugin, but performance increase isn't one of those numerous benefits because it's about the same.

    thank you for replying

    yeah i will see how things go when the project goes foward, testing peformance in some devices, etc... if everything is ok until peformance/gameplay tests end, i will just keep using the default physics behavior

    but in a near feature, i'll probably buy it for other types of projects

    its looks too damn good to skip it

  • https://playeremers.itch.io/gfchrgwstaz (password is batata)

    do you think i can build a full game like mine prototype here (climbing hill racing game) with no worries using only the default C2 physics for mobile (will build for pc was well)?

    because i saw your plugin just now, and it looks pretty good and maybe will be more efficient peformance-wise for mobile

    but im not sure if is worth to buy in my case/will it work on mobile (im always confused about the exporters for mobile and things like what to do so i can place ads on my mobile game.. i never built to mobile), specially when im in a situation where i need to spend money wisely

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PlayerEmers

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