Colludium's Recent Forum Activity

  • Update:

    Version 1.7 submitted to the Store for approval.

    Bug fix - collision filtering now works correctly.

  • jwilkins - it's my mistake - the filtering is broken. Give me a few minutes and I'll have a fix ready.

  • Oh my bad, thats not actually my game, I was just using it to explain how the lane mechanic works in it as theyre similar, my game is not nearly at that stage of polish yet.

    I purchased the behavior and am in the process of implementing it now, I'm having some trouble making sense of how to filter the collisions though. Do platform2 objects and solid2 objects only interact with objects of the same collision mask or collission category? I've tried that but it's not filtering them yet. What do I need to be doing to get that work?

    EDIT: I am fairly certain based on the tool tip information provided that objects with the Platform2 behavior are only meant to interact with other Platform2 or Solid2 objects with the same Collision Category or Collision Mask, but this is not happening, all of Platform2 objects interact with all of the Solid2 objects regardless of the category or mask value

    The mask and category number represent binary bit flags - if the flags, when AND'd, give '1' then they should interact, if they give '0' then they should not interact. I will do some more testing and get back to you - if the collision filtering is broken then I'll fix it this weekend.

  • Work in progress - warning of a minor breaking change in the next update!

    Hi,

    I am re-working the collision triggers for Box2D+ to fix a bug and to make it impossible to accidentally use the events in ways that are incompatible with the Box2D+ library. I have looked at what information is available, how reliably the plugin can create the information and what can be done with that information. From that, I am going to deprecate the following triggers:

    Begin Contact

    Begin Contact With

    Post Solve

    Post Solve With

    End Contact

    End Contact With

    And I am going to move the collision trigger to the standard c2 collision triggers

    On Collision

    On Collision With

    This means that all actions will be available after the collision trigger and the only other collision information that will be available, the Pre-Solve, can be used to cancel a collision as before. In the current plugin, it is impossible to, for example, set velocity to an object in an action after a collision trigger (the End-Contact trigger was 'adjusted' to enable this, but that has had a knock-on effect, because the End-Contact does not fire if the objects remain in contact at the end of the collision resolution).

    I will also add other conditions:

    Is In Contact

    Is In Contact With

    These will be true if the object is touching another object.

    Aside from making it impossible to accidentally use the triggers in ways that are not supported by the rest of the plugin, this will improve performance of the behavior a little (some of the collision listeners will be deleted - the removal of each will reduce the number of function calls per collision). I will leave the conditions in the editor so that games do not crash, but they will no longer have any effect and will be marked as *Deprecated*.

    I would be very grateful if you could let me know what you think of this - the changes might appear severe but I believe them to be necessary and I hope that they make sense / are acceptable...?

    Please let me know your thoughts - any big disagreements and good arguments will be considered, of course! Thanks.

  • jwilkins - your artwork is excellent!

    This plugin should suit your needs, for sure. You could set the collision categories and masks to filter the collisions for each lane.

  • v 1.20 now uploaded to the store for approval.

    Bugfix - some of the Collision with Object Type triggers were not firing.

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  • Props to Colludium for being so fast with updates and eliminating issues! This behavior is very useful and is already saving me a lot of time setting up more advanced platform-style interactions.

    Thank you very much! I'm glad you like it and find it useful

  • gameba - thanks for the bug report! I'll take a look and get back to you as soon as I can.

    Edit - I have a fix, I should have it all ready later today.

  • Updated to v 1.3

    Bugfixes - some collisions were being incorrectly filtered out and the one-way floors had a glitch. All now good.

  • v1.19 is up for approval.

    Added: Set circle shape radius. The radius can be anything you want - it doesn't have to be tied to the object's size.

  • Don't worry - sorted by using maths...

    For anyone else who might get stuck:

    var size = this.instance.GetSize();
    	var w = size.x;
    	var h = size.y;
    	var texhs = texture.GetHotspot();
    	var quad = this.instance.GetBoundingQuad();
    	var origin = new cr.vector2(Math.round(quad.tlx + Math.cos(a) * w * texhs.x - Math.sin(a) * h * texhs.y), Math.round(quad.tly + Math.sin(a) * w * texhs.x + Math.cos(a) * h * texhs.y));
    	[/code:mhdixhlv]
  • HI.

    Does anyone know if there a simple way of obtaining an object's x and y position in the editor / layout for use in the edittime.js?

    Thanks.

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Colludium

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