Colludium's Recent Forum Activity

  • 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

    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.

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  • OK, I have a plugin design philosophical question for anyone interested:

    I propose to make the following group options for shadow-casting:

    1. Solids, Fall-through and Jump-through behavior objects.

    2. Flashlight Shadow behaviour, to come with this plugin.

    3. Object types that are added by events.

    You can select any option and those object groups will cast shadows. However, options 1 and 2 will be supplemented by 3 - any added objects will also cast shadows. Also, objects can be added to an ignore list (for ignore object type rather than object instance) so that if you have a family of solids then you can select some to be ignored, for example.

  • Take into consideration the C3 runtime ^^

    As soon as I've stamped out a memory leak (or, rather, confirmed that it's now actually fixed) and I've done some stress and bug testing then I'll give it a go in c3. Regarding the new runtime, it's all guesswork until the SDK is published... But yes, a c3 release is also in my TODO list.

  • Thanks, repkino!

    I've now added animations... I've got some bug testing and code cleaning to do - with any luck this should be out next week some time (for c2 at first, I hope to get this working on c3 once the c2 version is stable).

  • RattyRat - of course: link to assimilate demo capx.

  • RattyRat, all of the files are present. Please try this instead: use 7zip to rename the .c2addon to .zip. Then open the archive and copy Box2d+ from the folder 'files' and place it in your c2 behaviours folder (...program files/construct 2/exporters/html5/behaviours). It should then work.

  • RattyRat, please use PM not public post

  • 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

    Hi. Can you PM me a Dropbox link to the zip file you downloaded. I'll take a look. It could be that the file was corrupted because this is unusual. Thanks.

  • In fairness, Drago_18, you never sent me a bug report so I have not been able to investigate the problem you had. In our last communication you asked me to help you make your bike do backflips and I declined because I didn't have time to make the mechanics of your game for you. Sorry, R0J0hound, it's not my intent to highjack your thread and I won't interject any more.

  • Think of it as a sprite-like plugin that casts shadows from selected object types and/or solids... More to follow soon.

  • Everything in box2d has to be a fixture - a two dimensional shape (although single planes are possible in the library, I couldn't figure how to implement them in c2). So, to make lines that have width, you'd have to write that using events - I'll have a think about how that could easily be implemented in c2, but it'll be something like: with a line from x0, y0 to x1, y1 you determine the gradient and then the normal angle, then create a fixture with four corners positioned at the ends using geometry.

    Thinking about it, you could also do something similar with the standard physics library - create a rectangular sprite, size it to your line shape and then enable Physics. The challenge there would be to join multiple lines together - once you have joined more than a couple of objects you typically get joint fighting, which is a feature of all physics libraries.

    My Box2D+ has a unique 'assimilate' joint which allows you to join objects together by making one a parent and one or more others its children, with the shapes given to the parent body as new fixtures. The advantage is that there are no joints to cause fighting. Here's a Box2D+ assimilate joint demo - you can't do that with the normal physics engine..

  • I'm glad had it looks ok for your needs. It's got about the same performance as the standard ASM.js physics, so it s should perform ok on medium range mobiles. However, it doesn't work in cocoon.js accelerated wrapper.

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Colludium

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