Colludium'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

    Hi there - it's no bother! Yes, there are a couple of ways you can disable collisions with this behaviour (the standard plugin filters for object type, not object instance - this behaviour can do both).

    1. If you want to filter per object type then you can set the collision filters - binary bit flags.

    2. If you want to disable collision against one instance of an object type... There is a pre-solve condition that is true when Box2D is about to manage a collision. As an action you can then set for the behaviour to ignore that collision. It works per-tick, so you'd have to filter it for as long as you wanted this.

    I'm using my phone but I hope this is enough info for you. ??

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  • Dark and low-contrast themes are easy on the eyes... Which is why they are so popular in text editors. The new forum theme is, well, the opposite.

  • RattyRat - the object was spinning because the force was not being applied to the center of mass (it was being applied at layout position (0,0)) so when the force was applied it also applied a torque. Here's a fixed capx that demonstrates how to apply forces but not cause spinning.

  • v1.02 submitted to the store for approval.

    New action: Force early draw. To make the plugin fully compatible with Paster. If you want to paste a Flashlight image in the same tick that it was created, first use this action. The method used by Paster to paste objects conflicts with the methods used in Flashlight to draw the shadows. This action permits a work-around.

    Updated action: Enable redraw. When set to disable, the Flashlight refreshes the displayed image/shadows before going dormant (the image becomes frozen at last update). This now permits the plugin to be set to disable in the same tick/events that it is created. (If disabled in the editor properties then the update does not happen).

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  • This is really great. All we need now is a proper normal map plugin for the objects that will react to the "Flashlight" lights

    Now that would be amazing! I have no idea how to go about this but I'm going to investigate to see if it's even possible...

  • UberLou - that's awesome!

  • Bug update: render own texture layers work correctly. The party shader effects are not supported.

    The plugin currently takes one tick to start drawing (which is why Paster doesn't immediately work) and I'm working to see if I can force it to draw straight away.

  • Thanks for the fast update! I did a quick test this morning and the optimizations seem to be working well.

    That's great! Let me know how it goes and if you have any other feature suggestions.

  • Update v1.01 submitted to the store for approval.

    Added optimizations for tilemap rendering.

  • Bug update:

    Paster is supported, but you have to let Flashlight run for at least one tick first. I will fix this in the near future, it's just an order of events and functions tweak I have to make.

    Update - Paster is now fully supported. You can use action 'force early draw' to draw the image in the same tick that it is created, if Paster is to be subsequently used in the same events.

  • I've been waiting for a plugin like this for awhile. Very easy to set up and use too.

    However, I have a really large tilemap (over 32,000px square) and performance absolutely tanks when I add only 1 small light in. It seems like the light is evaluating the entire map instead of the small area that it covers. Can the performance be optimized for large levels?

    Thanks for buying it and the feedback. I will see if there are any performance fixes that I can apply to the tilemap. As it stands, c2 provides a list of all of the collision shapes, one for each tile, after an overlap check. The plugin shouldn't draw all of them if they are not overlapping, but it does loop through each one. I suspect that I will be able to make some performance savings here - give me a couple of days and I'll see what I can do.

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Colludium

Member since 26 Aug, 2013

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