striimix's Recent Forum Activity

  • Sounds great! Looking forward to this, and seeing the effects on performance. Thanks for the heads up!

  • SgtConti what do you mean by those conditions?

    If I understood correctly, I think what you're asking for is already in there. You can put that kind of a condition through System: Compare two values.. and then typing YOURSPRITE.Chipmunk.VelocityX / VelocityY.

  • Sorry about surrecting an old thread here, but MoRLOK is right.. there's no plugin made for construct2, which is kind of surprising since kamcord has dropped in to these forums earlier marketing their solution in an everyplay thread. At the moment Construct2 developers have far easier integration of everyplay in their games, which is the reason why no one is bothering to create a plugin for kamcord I guess.

    Interesting though, since kamcord has raised hundreds of millions already - you would think with that kind of money they would make sure that their framework would be as easy if not easier to integrate in existing games as their competing solutions. I quickly was checking their SDK and it seems it would not be that huge of a deal to make plugin of - the only problems might appear due some differences of iOS and Android implementations... unfortunately, I'm now really busy with game engine related coding and have no time to dedicate into creation of kamcord plugin. I would prefer implementing it on my game as well though, but it's just not so high on the priority list. Perhaps someone from C2 community wants to grab this, since there are lots of benefits on kamcord compared to everyplay (everyplay had some problems for example with video adverts' rendering in case it has been integrated to the game etc., I'm not sure if they have finally cleared those problems)

  • R0J0hound

    Thanks for the heads up R0jo, I guess that happens to all of us sometimes. I could do an "ugly" solution just by pinning impressions over the sprites but then I would need to have a pinned sprite on top of each body part of the ragdoll to later show damaged body parts for example (so it's not really that good option...) Being also a bit of a perfectionist in optimizing things to the extreme, I wouldn't be satisfied by makeshift solution that would clutter things unnecessarily...

    so I'll continue looking into the source, and if I make any progress pinpointing a possible solution I'll post here... luckily the commenting is very good (I'm really impressed with your work... I even was able to get rather good performance on the first iPad when using Chipmunk physics).

    GameThirsty

    Just like R0j0 said, it's best to recreate control logic with chipmunk..if you're mixing several behaviors together, you sooner or later will face situation where the logics are clashing... if you're making a car game, you could make acceleration by tweening a value towards certain velocity, for example) - I would recommend at least completely rethinking what things you need for the game, and defining them.. then think how to do them with chipmunk (it's very diverse).

  • Any progress with that parent of 'undefined' error R0J0hound ?

    If necessary, I can try creating an environment where the bug occurs more consistently whenever a collision happens.

  • p.s. this is posted in wrong section (I'm seeing your question posted on completed addons section)

    Anyway, in addition to what Xenox said, in case you're hesitant about sharing your capx, you can use the debugger to find out bottlenecks in your code. Often too many draw calls or running events every tick can really kill the performance. Analyse the code you have written and think how a machine would operate, and how things could be further optimized. Without seeing the capx, my assumption is that probably it could be some performance-related problem but there can be many other roots too. it may sound basic, but have you checked what event sheet those layouts are linking to? perhaps you should include some other layouts holding the controls etc.

  • Hey R0jo, I'm still battling that one issue I encountered earlier, and it is quite weird since it only happens in certain levels.

    I have had some difficulty in pinpointing the problem, but now I will scrap rest of my game and try to gather just bare bones version for demonstrating the error.. it happens when you make joints between sprites, and then one sprite's frame has been changed on the fly and it undergoes several collisions. Attached below is what I get in the console:

    Uncaught TypeError: Cannot read property 'parent' of undefined

    subtreeRemove rojoChipmunkBeta_behavior.js:2378

    BBTree.remove rojoChipmunkBeta_behavior.js:2519

    Space.removeStaticShape rojoChipmunkBeta_behavior.js:3961

    Space.removeShape rojoChipmunkBeta_behavior.js:3912

    behinstProto.updateShape rojoChipmunkBeta_behavior.js:6710

    behinstProto.changeShapeCheck rojoChipmunkBeta_behavior.js:7016

    behinstProto.tick rojoChipmunkBeta_behavior.js:7056

    Runtime.logic preview.js:2303

    Runtime.tick preview.js:2056tickFunc

    .capx to be followed as soon as I manage to strip it =)

  • Thanks R0J0hound, however, I'd prefer not post that capx, since it's an almost finished game project. I'm trying to replicate the problem on a fresh capx, but so far no luck... perhaps some other part of my code is causing it, so I will have to look deeper into it and update here in case I discover a reliable way to replicate it.

  • R0J0hound I may have encountered a bug/feature.... when you have a global sprite with Chipmunk applied to it, it works normally but there is a javascript error generated in case you switch the animation of the sprite ( even if you disable the chipmunk physics and then change the animation, the error continues to be generated ).

  • *EDIT*

    Only updating here... I got it working: I noticed that I have to run the function to populate the arrays with data, otherwise there's only the function to populate in the event sheet but the array remains unpopulated.

    It works in a bit different manner than I'm used to working with construct arrays, but now that I studied the differences it's fine - Thanks for a really useful tool =)

    *ORIGINAL POST*

    Hey ggibson1, I bought the editor and really like it, but for some reason I'm having a hard time getting the information out of it in Construct2.

    How does it store the information in arrays for example? I set a textbox in construct to set text with every tick to Array.AsJSON, and I receive emptyresult showing that the array "data": []... regardless of having input a lot of data into that specific array. How would I return for example the first row result of first column that I have named as "earned"?

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  • Thanks R0J0hound for checking into it... in the end, I modified this.idleSpeedThreshold and this.sleepTimeThreshold to suit the game style... and left the game running a 250x250 tile level for 3 hours, the physics seem to go properly to sleep and there's no notable performance issues. I'm really impressed with chipmunk so far =) Can't thank you enough for your hard work (earlier I was looking into matter.js but you really saved a lot dev time for me). I'm working on a ragdoll physics game, and box2D just wasn't diverse enough for my needs (angled gravity etc.)

  • Physics object calculates the mass based on the collision shape size... if you are changing the collision shape between animation frames and the size of the shape is not equal, then the object mass will not be equal either.

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