AnD4D's Forum Posts

  • I note you mention in your blog, Ashley, that it runs better on Android, but then state that Cocoon users should just keep to their native physics.

    Are there any way to sell Android games with this new 'engine'?

  • Strangely, it worked when I hit retry...

  • Ashley

    Eeep! Got an error when I tried out the new physics engine. I don't know if it's a bug, so I haven't reported it as one.

    If it is, I'll go ahead and report it.

    Also, I know you said that you can't disable collision, but it might be useful for some to know that you can still disable physics for a lot of those moments :)

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Behavior missing its runtime.js file

    Condition: FileExists(behavior->GetRuntimeFile(use_asm_physics))

    File: html5.cpp

    Line: 1106

    Function: void __cdecl Exporter::DoExport(class era::IProject *,class era::ILayout *,bool,struct HWND__ *,bool,bool)

    Build: release 153 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • thehen

    I'll give it a go, but I have a couple of objects which are affected by mass, and they're not all the same size, so I'll have to have a couple different variables.

    It'll take some time to get it sorted, with a lot of trial and error, but I'll see how things go :)

  • Well I didn't know this! Very cool!

  • thehen

    I'm not a mathematician either. However, if I change the size of the object ever so slightly, the whole dynamic appears to change, so I have a feeling it's some kind of calculation, like density combined with the height and width.

    No idea though.

    If I do it all with the same number, smaller objects move faster than larger objects.

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  • Yes, I suppose it does, but I'm just thinking ahead, and trying to keep my number of layers to a bare minimum.

    My top layer is usually "HUD", but at the point I am in the game atm, I am trying to set up the events before all of the graphics are done, so I'll probably have to go through and change a lot of events. I know I want my blackout to always be on top, and so I hoped there was a simple option for me.

  • thehen

    This could work, but I'm not sure how to get my physics objects mass without calling the mass function.

    The game's been designed with the mass controlling the physics, and certain levels require precision. I could do some trial and error with a variable to ensure it's close, but I don't know how to ensure I'm 100% correct.

    I didn't think about this possibility though. I guess that's why your game works with accelerated physics on :) You're not calling mass?

    I use the mass function so that I can turn gravity in any direction.

  • Ashley

    Looking forward to the next build :)

    Don't think I'm targeting you or Tom on this. I know how much work you guys put into Construct 2, and it'a a beautiful piece of software. Simple and intuitive. You guys should be very proud of yourselves!

    My message was just a "misery loves company" plea :)

  • This waiting game is so very dull.

    I got my game nice and finished at the beginning of November, and still, 1 month later, I can't release it. I've been in contact with Ludei, who I actually sent my game to to help them fix the issues, got a reply back to say it's all done, and today I finally got to test out their new version 1.4.6.

    <img src="http://img96.imageshack.us/img96/3218/nvf1.png" border="0" />

    Some people appear to be having no issues at all when it comes to playing their physics based games through CocoonJS... but I've been reporting this error for around about 6 months, and frankly, it's unbelievable that it's still occurring.

    Sorry, just ranting here.

    For those working on mobile games. Test early, and if it doesn't work, I'd recommend you hold fire for a bit and focus on a PC game or something for a while.

    It's very demotivating indeed sitting on a completed project for over a month.

  • ArcadEd

    Very cool. Not sure if glitch, but I got the the forest and stepped on a bear-trap. The zombie stopped, fell through the floor, then appeared on top again, and fell over backwards.

  • ArcadEd

    Very fun! Spriter?

  • appbackr

    I've been told I need to update my game and provide my game name before 4/12. Today's the day, and I sent through the name along with a request as to how I resend the game, and I still haven't heard back.

    Is there a problem?

  • thiago I wonder if that would work. I'll have a try a bit later.

    Yes, but my point is, some levels are going to have more layers than others, and not all layers may have the same name. I can go through each layer and ensure I either change the name or memorize it for the event setup, or I could just have the action occur to the uppermost layer.

    I am going to assume this isn't yet possible.

    Not a problem. I'm not yet at a position where this would be an issue. Just a shame, as I thought it's something that made sense.

  • thiago

    Do you know how to guarantee it's always the top most layout if you don't know the names?