im_pro_viz's Recent Forum Activity

  • there are many ways to do this. Here is several of them

    drive.google.com/file/d/13zKT1m-XJ6ULSVOSd1Ubml-zsX2kGtx6/view

  • the global variable "directionofraccoon1" is not changing at all. You can check it in debug mode. Why don't you change the orientation of the sprite toward touch point?

  • I'm sorry guys. You were both right. in the pin example, I can use a hierarchy instead of pin, and everything works the way I need. Thank you so much.

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  • I almost never use Pin now, hierarchy works much better imo.

    im_pro_viz You need to add this object to a family. Then you can pick one instance of the family and one instance of the object and add them to the hierarchy.

    in this case, I can connect only two instances. But what if there are many?

  • Make a good use of pin behavior to achieve such chain hierarchy:

    https://www.dropbox.com/s/acn0bo320u4ey6m/pin_to_pin_new.capx?dl=0

    this is not the case. this is not a hierarchical chain.

  • Hello!

    I have several instances of the same sprite, and I want to create a hierarchical chain of them. so that each is a child of the previous one. How can I do this?

    thank you!

  • Hi everyone. I have a sprite and two timelines with different animations for the same sprite. for example timeline1 moves the sprite up, and timeline2 moves it to the right. I want to manipulate the time of the timeline1, let say by dragging another object. But when I choose action "set time", I need to enter a tag for one of the timelines. But I can't find, how can I tag a certain timeline without using "play" action?

    I hope you understood my broken English. Thank you!

    Tagged:

  • R0J0hound So far, this is quite enough for my purposes. I am very grateful to you. you've helped me a lot.

  • One last question, and I'll leave you alone.)) Unfortunately, it looks like the dumping variable is not used anywhere in the event sheet. where do I need to enter it?

    special thanks for the group activation button!)

  • It’s best to not touch pTime. That would just advance the simulation forward in time more. It wouldn’t conserve energy.

    look at this please.

    what if I stop and restore the time in this way? it works for me as it should. the movement continues at the same speed as it was before the stop. I can even set the vx and vy values to start moving at the desired speed.

    I need the heaviness so that it jumps not so high, and for more dumping. When I change the gravity, it just move faster or slower, but the amplitude remains the same. I can't figure it out without your help.)

  • Here's a simple test of event based physics that will update at the same rate regardless of the screen refresh rate. So motion of objects will be consistent.

    thank you so much for wasting your time. It looks amazing. It will take me some time to figure out all this logic, but I managed to make some changes to get the desired result. For example, I can add an impulse by adding a value to vx and vy. I can stop and restore sprite by adding time to pTime. Figured out how to add gravity. But I can't figure out how to make the sprite heavier . Is it possible?

  • Of course, I understand that mathematics is more reliable, but I've been animating 3d characters for the last 15 years, and I'm not good at it. It's a pity that the built-in physics does not allow you to do anything serious. I found this solution. construct.net/en/forum/construct-2/general-discussion-17/pendulum-51198

    I'll try to figure it out.

    Thank you for trying to help.

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im_pro_viz

Member since 5 Jun, 2020

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