Colludium's Recent Forum Activity

  • Mmmmm - I'm going to have to think about that. Real work beckons now, unfortunately! I'll take a look later.

  • OK, I've had a tinker and made a couple of changes. This version sets the selected sprite's velocity towards the mouse (removes the swing effect) and it clamps the sprite's speed between a min and max value (so it appears quicker off the mark and doesn't keep accelerating for as long as you hold the mouse button). Hopefully this will be better...

    Edit to add a reset object velocity variable to zero when it's not being dragged.

  • Here's how I would do it - at least it's a start...

    Edit to add: it accelerates a sprite towards the mouse position as long as you swipe over it with the left button down (assumes you're going to drag in a straight-ish line) and then slows the sprite to a stop over some sensor objects by setting its velocity.

  • Ruskul - yes!! That was far too easy, LOL! I was distracted by trying to create an artifact-free trailer for this. I really appreciate the time you took to figure this out - it's going to prove very very useful. Cheers!

  • Here's the latest (first) trailer....

    Youtube HD

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  • It's finally been Greenlit! Thank you for your interest and support, I'll keep pushing updates as the work has now only just begun!

    Umbra on Greenlight

  • Ruskul - I owe you one - thank you very much!!

    Edit to add: I don't understand why this has not been done already!!!!!!!!!!!!!!!!!

  • Somewhat ironically, I have a post-unread orange icon showing for the last page in this thread, but I cannot view the post to reset the icon.

  • Ruskul - thank you very much indeed!!

  • Ruskul, that would be awesome! Any format I can use would be great - NP++ is my friend and I would like to learn how to edit a behavior - it sounds like the perfect time to start!

    I have mixed feelings about editing the stock behavior because there's: a) a small burden of re-updating it after each c2 update, and b) it's possible that Ashley might one day provide us with more than a light version of box2d. However, I have no problem with setting parameters using event sheets, so that is what I would like - the code to copy / paste into the stock behavior. I really appreciate the help - thank you!!

    Also, while I think about it, do you know a way to add joints / apply forces / apply impulses to an object using real world coordinates, rather than just via imagepoints? Thanks again!

  • Ruskul - you're a gent. To be honest, I'm not sure if I want to commit to trying to create more features by editing the physics plugin since it seems like you've already done the work and found problems trying to do the same (I am javascript level zero, by the way...), but it's very kind of you to offer to help! I am primarily interested in creating kinematic bodies - I have a poor-man's work-around involving moving immovable objects using events, but they don't collide nicely with other physics objects unless they are limited to moving very slowly. I should probably start another thread rather than hijack this one! I've experimented a bit with r0j0's chipmunk plugin but the joints seems slightly less stable, IMO, and I was hoping that asm.js might produce the goods in time for me to complete what I'm doing.... I'm probably being picky and should give that another go, even though it would mean I have to start again on my current project.

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Colludium

Member since 26 Aug, 2013

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