Vangelis's Recent Forum Activity

  • Hey Matov hi.

    Of course you can.

    First solution is to make the z-index of your player lower than the walls z-index(right click to wall and sent to front or edit the z-index) .

    Second solution is to make a new layer with the walls that you want your player to be behind and put above the layer that you have your player.

    Cheers.

  • Hey matrixreal sorry i thought you are familiar with construct and the example i give you was just an idea.

    Here you go.

    http://www.filedropper.com/pieslice_1

    Cheers.

  • Hey matrixreal hi.

    Here you go.

    http://www.filedropper.com/pieslice

  • Hey jobel hi.

    Go to the tutorials section .

    Cheers.

  • Thanks R0J0hound .

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  • R0J0hound Is there a way to change the tickcount = 0 with something else in the rope example because when you restart the layout the rope is messy .

    I try "on start of layout" with no luck .

  • Nice!

  • Ruskul No worries mate.

  • Hey R0J0hound and Prominent

    Really really nice approach of the Kinematic.

    It works really smooth specially with the sine behavior .

  • Hey Ruskul thanks for the reply.

    I get this error when i try to run a project with two physics bodies with prismatic joint attached .

    Uncaught ReferenceError:b2prismaticJointDef is not defined

    I follow exactly your instructions . Is there anyway i can fix this?

    Cheers

    Never Mind i fixed it.

    Just in case anyone is interest . in the runtime .js

    at line with

    // Import Box2D names

    var b2BodyDef = Box2D.b2BodyDef,

    b2Body = Box2D.b2Body,

    b2FixtureDef = Box2D.b2FixtureDef,

    b2Fixture = Box2D.b2Fixture,

    b2World = Box2D.b2World,

    b2PolygonShape = Box2D.b2PolygonShape,

    b2CircleShape = Box2D.b2CircleShape,

    b2DistanceJointDef = Box2D.b2DistanceJointDef,

    b2PrismaticJointDef = Box2D.b2PrismaticJointDef,

    b2RevoluteJointDef = Box2D.b2RevoluteJointDef;

    and you are ready to go.

    Again Ruskul realy thanks for that !

  • Hey R0J0hound

    I just want you to ask if there is a possibility to make a kinematic body with chipmunk.

    Not like the previous examples mattb give (the one with the platforms) i mean is there a chance to add to this behavior set physics bodies kinematic and do the trick. i am asking that because I am working with box2d and Ruskul managed to add set body kinematic to box2d .js file and you can apply other behaviors to kinematic body like sine and works pretty well specially if there is other physics bodies with joints on it (they dont break and acts like it should be) But Box2d is very slow and has a lot of limitations compared to chipmunk .

    Is there a chance to see something new on chipmunk? Or this chapter is close for you.

    Great behavior by the way .Thanx .

  • Hey Ruskul thanx for the reply

    I ll be waiting for your news.

    Cheers.

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Vangelis

Member since 22 Mar, 2014

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