dupuqub's Recent Forum Activity

  • I forgot to answer your question about how to reflect changes in the file immediately. You can update the Text object whenever you change the file since you change it through an action, preferably in the same event for a more clear process.

    On another note, if it fits your project, and as stated by mrcgkh, you could use layouts for different scenes, on your case, if I understand correctly, for the different time periods.

    As for JSONs, the basics are using the Object AJAX to request a file (it can be from your project or from the web) and then parse it (put the data) in a JSON Object (a File becomes an Object). This data can be accessed through the expression "AJAX.LastData" inside the condition "On completed" or "On any completed" from the AJAX Object, depending on how many files you're using.

    If there are many files, tag them, which then serves to track when they're finished loading and makes it possible to put each JSON file into its correspondent JSON Object easily.

    Every change you make should be addressed to the Object and you can see it taking effect immediately.

  • There is also the deal with the never sleeping bodies now. I could wait for the next issue to arise, but if I can always test on the source and provide some more clear data (or not) it would be better than every time I find any issue I come here where noone can do anything about it.

  • Couldn't bake in your own sleep system that compares object velocity and then sleeps the physics behaviour, sets the angle to flat, and then enables again when you deem it necessary (on input, on distance with moving object etc)?

    Yes I could, but this is not what Construct is about (at least what it is said to be about). If I just go make my own Physics tools then Construct loses its value for me.

    Ashley, I will try to investigate Box2d issues to try to assess wheter or not there is something wrong here, can you disclose which Box2d Javascript port Construct currently uses? I found many, but it seems better to just test the one C3 uses since it won't be tested by you.

    Thanks is advance.

  • At least consider something, because the gif below shows completely out-of-the-box settings with Gravity = 10 and the objects never sleep in V-Synced mode.

    At this point is useless having "is sleeping" function as well, just pointing this out as it seems more trouble brews within the Physics engine.

  • You've made real progress, congratz!

    Arrays are great and your current data system could easily be your final version, it could be totally considered a professional setup, but again I'd recommend you using JSON files if you ever have some spare time to tinker with it. They work structuraly just like your files right now, but they are far more organized and universal.

    Looking forward to your development, congratulations again!

  • Ashley, therefore physics is unusable with Gravity > 50. At least in some cases, certainly mine and blackhornet . Don't you think there should be a note somewhere in the docs about it? It is a major deal and we currently know what causes it, gravity.

    Also it's very disheartening seeing that something like this can't get fixed, I don't believe this would be the case in any major game development platform, and as always, Construct is my favourite one, but sometimes it really punches me in the guts.

  • Odd. I tried "Physics: Rolling Platformer" with gravity=100 and it's vibrating like crazy.

    Edit: it's tied to framerate. Changed from V-synced, and now it's steady.

    YES! That's a breakthrough right there.

    Could anyone care to comment on the implications of not using V-Sync though? I've always assumed it is something desirable in gaming, although I have no technical knowledge on why that would be true.

  • Hi.

    I searched you Construct demos site, but couldn't find a demo with this title. Which one is it exactly?

    I'm currently trying out the step iterations and modes.

    EDIT: On 100 Gravity, I just went as far as 64 iterations for Velocity and 24 for position and there is still jitter with default settings. There was also no difference between modes (fixed or framerate independent).

  • We are still waiting on the Scene Graph, but that could take months. Meanwhile we have the Timeline, but its not the perfect solution AT ALL.

    I believe since you already use Spriter, that could be your best bet. There is even a Plugin that maybe you already use construct.net/en/make-games/addons/192/spriter .

    Hope it helps, cheers!

  • Thanks!

    That's a nice catch. Just closed the bug.

  • Hi there.

    So... I tweaked it a lot, hope it helps.

    github.com/dupuqub/constructs/blob/master/Shooter.c3p

    There are many cleaner cuts to the code and to the actors' hitboxes. I wasn't really sure where was the bug so I had to keep cleaning wherever I could. The bug now is gone, also the other bug is gone (the one that flickered the screen when your mouse got centered).

    Also, maybe I found a Construct bug while fiddling with your code, so thanks for that.

    github.com/Scirra/Construct-3-bugs/issues/4047

    It may turn out to not be a bug after all, but I'll update this thread when we get the results.

    Either way, I'd recommend for you to check the file I posted in the bug report because it shows a very sleezy trap in the ELSE statement behavior.

    Best of luck and feel free to ask anything.

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  • They're confined to immovable physics objects, confining them to the layout and/or to the screen is not always viable, therefore it should not be considered a solution.

    Also I tweaked every setting, including friction and dampings from both parties (the squares and the immovable block). As stated previously, the problem lies in the Gravity setting.

    And yes, you're right, every time a physics object is moving, it is finding a resting place, can't see how it could be any different.

    And also yes, it is undesirable, therefore, as I mentioned, there should be some sort of note on the docs or maybe, if possible, something should be done about it in the engine.

    EDIT: As a last reminder, everything happened with out-of-the-box settings, except for gravity, that's why I'm confident in my findings and hoping something can be done about it.

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dupuqub

Member since 4 Aug, 2019

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