Colludium's Recent Forum Activity

  • Now available in the Store! Link to Store Thread.

  • Emitter — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/emitter-4178

    <p>Here's a behavior that changes a Sprite into a particle emitter. Why? Well, you can't do any of the following with the Particle plugin and to create this behavior using events would tediously complicated and would be almost impossible to then transfer between projects.</p><h3>Actions:</h3><div class="deshr"></div><h3>For Emitter:</h3><div class="deshr"></div>

    • Set Continuous
    • Set One-Shot Immediate
    • Set One-Shot Tweened rate
    • Warm up emitter (pre-create particles)
    • Set spawn Z position (on top or at bottom of particles)

    <h3>For Particle:</h3><div class="deshr"></div>

    • Set spawn angle, with random
    • Set animation randomly chosen from csv list of animation names
    • Set particle blend mode according to random animation that is chosen
    • Set spawn width/height/opacity if different from emitter
    • Set Gravity (for speed accel)
    • Set Accel (for speed accel - added to gravity, create local effects)
    • Set Speed to accelerate, like standard particle plugin
    • Set Angular Velocity to accelerate
    • Set detect solid collision (choose to Destroy or to Bounce)
    • Set global bounce factor for speed (bounce on Solid)
    • Set bounce factor per object (bounce on Solid)
    • Set particle to become an emitter object
    • Set following parameters to be tweened: angle, opacity, width, height, scale, rotational velocity, linear velocity, effect (params 0 to 2)

    <h3>Conditions</h3><div class="deshr"></div>

    • Is a particle

    <h3>For Emitter:</h3><div class="deshr"></div>

    • Trigger on burst tween end
    • Trigger on burst tween reverse

    <h3>For Particle:</h3><div class="deshr"></div>

    • Trigger on tween end for: angle, opacity, speed, width, height, scale, rotational velocity, effect (params 0 to 2)

    <p>Works with minfy etc but doesn't support game save. NB - this creates Sprites and, therefore, provides a similar performance to having other sprites in-game. All of the transformations can be given an immediate or delayed start time, so it's easy to make very complicated effects with just a few actions.</p>

    Use this topic to leave comments, ask questions and talk about Emitter

  • Very pleased with Box2D+ and your support, I already know I'll buy this one too.

    Thank you!

  • This looks very useful !

    Thanks!!

    I've created some instructions, which expand on the ACEs that are available and shows how to use them. Here is the link.

  • Here's something I've been working on for the last few weeks - a behavior that changes a Sprite into a particle emitter.

    Why? Well, you can't do any of the following with the Particle plugin and to create this behavior using events would tediously complicated and would be almost impossible to move between projects.

    Actions:

    For Emitter:

    Set Continuous

    Set One-Shot Immediate

    Set One-Shot Tweened rate

    Warm up emitter (pre-create particles)

    Set spawn Z position (on top or at bottom of particles)

    For Particle:

    Set spawn angle, with random

    Set animation randomly chosen from csv list of animation names

    Set particle blend mode according to random animation that is chosen

    Set spawn width/height/opacity if different from emitter

    Set Gravity (for speed accel)

    Set Accel (for speed accel - added to gravity, create local effects)

    Set Speed to accelerate, like standard particle plugin

    Set Angular Velocity to accelerate

    Set detect solid collision (choose to Destroy or to Bounce)

    Set global bounce factor for speed (bounce on Solid)

    Set bounce factor per object (bounce on Solid)

    Set particle to become an emitter object

    Set following parameters to be tweened: angle, opacity, width, height, scale, rotational velocity, linear velocity, effect (params 0 to 2)

    Conditions

    Is a particle

    For Emitter:

    Trigger on burst tween end

    Trigger on burst tween reverse

    For Particle:

    Trigger on tween end for: angle, opacity, speed, width, height, scale, rotational velocity, effect (params 0 to 2)

    Work left to do:

    Expressions

    Preview debugger display values

    Works with minfy etc. NB - this creates Sprites and, therefore, provides similar performance in-game. All of the transformations can be given an immediate or delayed start time, so it's easy to make very complicated effects with just a few actions.

    Here's a demo:

    demo

  • a) Yes.

    b) Each layout has a primary event sheet that is set in layout properties. Click once on the layout and you can change the main event sheet. You can create many individual event sheets on their own without associated layouts and include them in other event sheets. Have one unique event sheet for each layout if required, or share one if you want. You can then put the other common event sheets inside Groups by dragging them there like other events after including them. Then enable or disable the Groups as required if you want to change the event sheets at runtime. Duplicate inclusions are ignored, so it doesn't matter if you include one more than once (although you've possibly lost control of the order of events). It's quite robust...!

    I've had this problem for ages. I mean for well over a couple of years and it's definitely W10 and not W7. It's something in the framework used to compile the c2 editor - when it starts you can see it cycle through different window sizes as if it might be crashing, and if you right click delete an object from a large project then it either freezes (with Not Responding) or it glitches through highlighting different objects for a number of seconds. After a while the editor becomes terribly slow for no apparent reason.

    The first step on the road to understanding this problem is for scirra to reproduce it. If it can't be reproduced then we're stuck. If efforts won't be expended to reproduce it then we're stuck.

    Ultimately, whoever made the framework that the c2 editor was made with owns responsibility for fixing this - and this is something that can only be driven by scirra. There's plenty of of evidence here if they need some help identifying the problem.

  • Does Platform2 handle 'ladders' (ropes/climbing) any differently? I'm quite new to Construct, and have been able to easily create a platformer, but struggled with ladders (even with a multitude of tutorials). Thought that if climbing were part of your add-on it would be a done deal

    Hi. There are no ladder or rope elements to this behaviour - you'd have to set them up yourself using events.

  • I started a year ago by referencing w3schools and doing many of the lessons in Free Code Camp. Once you've got the basics, I suggest you then move on to editing some of the standard plugins (copies of) to see how they are structured and how the c2runtime works with them. Google Chrome + F12 will become your friend. Also follow the steps in Developer Mode for previewing. Never give up and join the Discord sdk channel. Good luck!

  • Forthcoming update submitted for approval:

    v 2.00

    Some fundamental changes to the trigger conditions.

    Deprecated conditions

    (still present in edittime.js but they no longer do anything and did not add value to the plugin - use Box2D+ On Collision instead)

    Begin Contact

    Begin Contact With Obj

    Post Solve

    Post Solve With Obj

    End Contact

    End Contact With Obj

    New Conditions

    On Collision

    On Collision With Obj

    (On collision essentially replaces the End Contact)

    Is in contact

    Is in contact with obj

    (Is in contact returns true when touching / remaining in collision with another object)

    SOL support has been adjusted.

    Actions modified

    Revolute joint recreation now gives accurate location.

    Bug fixing

    Various minor bugs that were caused by layout restarts or changes when objects had been disabled or joints removed. Also fixed a bug where joints would not always be removed correctly on action.

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  • Thanks for the bug report, - both bugs have been fixed and the updated plugins should be approved for release in the store soon.

  • Forthcoming update:

    v 2.00

    Deprecated conditions

    (still present in edittime.js but they no longer do anything - replace with On Collision)

    Begin Contact

    Begin Contact With Obj

    Post Solve

    Post Solve With Obj

    End Contact

    End Contact With Obj

    New Conditions

    On Collision

    On Collision With Obj

    (On collision essentially replaces the End Contact)

    Is in contact

    Is in contact with obj

    (Is in contact returns true when touching / remaining in collision with another object)

    Actions modified

    Revolute joint recreation now gives accurate location.

    Bug fixing

    Various minor bugs that were caused by layout restarts or changes when objects had been disabled or joints removed. Also fixed a bug where joints would not always be removed correctly on action.

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Colludium

Member since 26 Aug, 2013

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