codah's Recent Forum Activity

  • The thing is, sorting on the X axis of a 2D array preserves the column data, but sorting on the Y axis does not preserve the row data.

    The other thing is you've said 'X stores the names, y stores the points' but this doesn't make sense. You're storying names AND scores in both X and Y dimensions. What you meant is you're storing names in row y=0 and scores in row y=1.

    Anyway what you said in your last post is true. If you had the scores in row 0, then sorting on X would work.

    Edit: realised I pretty much repeated what BH said. Anyway, just use one of the capx's provided above

  • !! 100 releases !!

    I am a little disappointed in the physics engine in C2 because the rest of the game engine is simply brilliant. But stuff like this makes game making using physics quite frustrating (and impossible).

    Yea I thought I was looking at a bug report for 178, but it was 78

    I'm only going to use physics for simple things.

  • codah, if you create another head sprite (non-physics) and pin it to the head physics object (make it invisible) then you can then change the image frame on the visible sprite for the effect you're after.

    Thanks, already done and working fine thanks for the help! But yea it's a known condition apparently for the last 100 releases (intentional and not to be fixed AFAIK).

  • Ashley could we please have a mention of this somewhere in the manual, maybe just as a note? I think it would save others hours of frustration. Unless it's somewhere I haven't seen.

  • I find that using the forum on Android mobile on Chrome (in my case Nexus 5 and Nexus 7) bites.... (i.e. it's bad). Slow to the point of being virtually unusable. Viewing is 'ok' but posting is not.

  • hope this helps

  • Edit2: ok I just saw this

    Edit: added capx. Bash the ragdoll around to see his head joint become dislodged. Disable the 'on collision' checks to see the difference.

    Thanks for taking the time and pointing me to that thread.

    I was writing up a response, to say that I think he and I had different issues (my sprites are not stretched, image points seem all ok, etc.) then I thought I'd put together a minimal capx. While I was doing that, I think I found the issue..

    When my ragdoll was hitting another physics object, I would change frame of the 'head' object, say from 0 to 1 (it only has three frames). All frames are the same size.

    So I would do

    On collision:

    ->change frame to 1

    ->wait 1.0 seconds

    ->change frame to 0

    Removing the above for the sample capx seems to keep my ragdoll together. Leaving the Wait on its own is fine (unsurprisingly).

    It seems changing frames is enough to screw up the physics processing. Is this reasonable?

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  • I know.. sorry.. that's what I tell people too

  • So I'm just dabbling in physics.. using the ragdoll sample project. I find my doll's joints become 'disjoint' after collisions with other physics-enabled objects. These are fairly low speed impacts. I have read about how the physics model can become 'unstable' with unrealistic forces/velocities. I'm just surprised it's so easy to pull apart these types of joints. For example my doll's head seems to be the first part to become pulled away from its original position when it gets 'caught' on or hit by, other physics objects. Maybe that's just because it's the largest single part (most mass). Any tips? Will check back in the morning Thanks.

    PS I have read the maual and searched the forum, found a few useful tidbits, but not this.

  • haha ok I get it. It's F6 or bust I'm off to bed.

  • I have F5 set to Debug Layout?

    [attachment=0:15m6m6ll][/attachment:15m6m6ll]

  • > You can change the Debug layout shortcut. Just not to F6 for some reason.

    >

    That's why I'm asking

    Oh right. Actually it says F6 is bound to 'next pane' which is weird.

    Edit: F5 isn't good enough for ya?

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codah

Member since 30 May, 2014

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