Ruskul's Recent Forum Activity

  • Hey,

    I can't help but feel like there should be one more scale mode to choose from. It should be like letterbox integer scale mode but with cropping to extend to the edges of the screen... or rather there should be a zoom mode on crop. I want that pixel look but I want the screen to be filled.

    Ideally I would simply make hi res "retro graphics" and use non integer scaling but that results in seaming (there won't be a fix to that right? Why not? it seems solvable to me I did it in xna..., but then again I am not sure I know how they implemented it in construct 2 and limitations with java script and stuff) <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    *dropbox*.*com*/s/f45szxyb0pl3gjr/problemrender.capx

    Steps to reproduce:

    1. Enable physics behavior on an object and environment

    2. create a tile map with square and triangle collision tiles

    3. roll a ball ( physics object) around the environment

    Observed result:

    depending on what tiles are nearby, the circle will catch on internal edges. Depending on how the tile map is set (with respect to how many tiles and whether the collision polygons are square or otherwise) dictates where an object will catch an internal edge. In many cases it seems random, but when the game plays it is always in the same places. I have elasticity and friction set to 0 which means the ball object should not bounce off of a smooth surface. This allows the problem to be more apparent as no objects colliding with 0 elasticity should bounce apart.

    Expected result:

    Internal edges should be ignored by collision.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    windows 7 64 bit, service pack 1

    Construct 2 version:

    Release 158.2 64 bit

        

    I have elasticity and friction set to 0. This allows the problem to be more apparent as no objects colliding with 0 elasticity should bounce apart.

    There are several concurrent tests in the project. Starting from the left side- The first wall is made up of perfectly aligned objects repeated to make a wall. The ball is being launched at the wall at random speeds. When the ball hits the wall it bounces off of whichever internal edge it hits first. This is predictable. It can be solved by doing what is done in test #2. Simply use one physics object so there are no internal edges. Test 3 shows a wall made of a tile-map's various tiles (all with square polygon collisions). The wall behaves perfectly expected. The ball hits the wall and slides downwards unobstructed. However, not test #4 the ball is colliding with an internal edge, seemingly triggered by the neighbor tiles. I moved the tiles around and it very much has to do with what surrounds the tile. The final test shows how if you put a ramp tile at the end of a bunch of square tiles (this works outside of the tile map as well) The ball will "trip up" on the internal edge between the two and rather than smoothly gliding off of the ramp there is a noticeable pop in the upwards direction.

    Is there something that can be down about this? I know internal edges is a huge problem in collision detection, depending on what method is used (such as speculative contacts) I have used box 2d in other applications, including simply as a library in my own xna games, and did not come across this problem. I was wondering if there was perhaps a problem in contruct2 when it is setting up the collision polygons.

    Any insight and or help would be greatly appreciated. It is possible that I could make a work around but that means I loose the ease-ability of using tile-maps. It also means I will have to make alot of extra objects to avoid any internal edges (and since my game is quite ramp heavy, that is alot of objects, some of them quite large)

  • SirSpunky, I would love to see the script modifications you made. I was wanting particles to follow their emmiter for other reasons (mostly I want some effects not to trail around).

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  • Hello,

    I have an object with physics applied. I want to be able to make it (when pressing space) fire its thrusters. This would create a force. I have programmed this sort of thing before but can't figure out how to do it in construct. I want to simply get the objects heading (get its angle) and then apply a force at that angle. A simple vector problem. The problem is is that I can't find a way of getting a physics objects angle... as there is no get angle. I can make it work in custom movement, but I want physics. :(

    Anyone have an idea?

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Ruskul

Member since 23 Nov, 2013

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