AnD4D's Forum Posts

  • Awww, perfect! Set the density to 1, and then have the formula 1*mass as the force.

    Thank you all very much!

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  • Tried that, but when the small and the large items collide, they both bounce off each other equally, where the large object should easily overpower it.

  • I don't think I'm trying to change the laws of physics... if you drop a feather and a cannonball, they will fall at the same speed (ignoring drag and air resistance). That's all I want. Except, I just want to choose which way the gravity is pointing.

  • That's the thing... I don't want the heavy objects to be knocked aside as easily as small objects, but I do want them all to travel at the same speed. That's why ideally I would like a change gravity direction setting... but it doesn't appear to exist.

  • Yeah, mass is density x collision area. If you turn off gravity and watch the movement, all items move at the same speed, no matter the size. I can make them the same speed by changing the density of the item, but I can't figure out the formula to set all the items with the same mass.

    **EDIT** Sorry, turn on the gravity.

  • Hi Weishaupt!

    I did originally have the object set up as force... but it didn't work too well. The smaller the object, the faster the force moved it. I wouldn't have thought it would effect this. I have gravity set to zero, but no luck...

  • :( No, impulse doesn't work either... Small objects move faster than the large. Will I have to set the mass to the same?

    **EDIT** Can't figure out how to change the mass... :(

  • I'll try impulse instead of force, but force doesn't work as expected.

    I'll let you know :)

  • Hi, I am wondering if there's a way we can change the direction of gravity with objects using the physics behaviour.

    I know you can add forces to objects, but forces affect each object differently depending on their mass. A large (heavy) object will fall at the same speed as a smaller (lighter) object with gravity... but with forces, the large object is slow, but the small objects are fast. Is there a way to make it constant, without changing each object's mass?

    Hope you guys can help!

  • Pulling this from my rusty memory, so sorry if I'm mistaken. As the characters talk, the game displays the letters one by one playing a sound for the voice. I'd like to do the same thing, but have a beeping sound instead. Is it possible at the moment? I'd like it to be an event or action that occurs when text is appearing, rather than a separate event each time.

    I can't even think where to start with this. I can change the text, but not have it appear one letter at a time, at different speeds to represent emotions or delivery.

    Bright sparks, please share thy wisdom!

  • Bastion was released on the Google Chrome store :) Jus sayin'... good example of a great game being played on a browser. No idea if it's HTML5 or not, but it does show how far browser gaming has come.

    Anyway, back to my hidey-hole...

  • Hi Kiyoshi,

    Yes, you can edit the polygon collision, but I don't see the reason in including transparent pixels in collisions. It would save a heck of a lot of time if collision polygons were simply not needed.

  • Double click on the main screen of the layout, select "sprite" from the window that pops up. You should see the sprite editor appear. Import your frames and then set the animation :) If you want to add more frames, or access sub menus, use the right click button on your mouse.

  • Hi, not sure what the rules are on bringing old threads back from the dead. Just a quick question. Before I purchased Construct 2, I used The Games Factor and MMF2 quite a bit.

    Thinking about this, I found it odd that transparent pixels are included in collision detection, or even that a collision polygon is always needed. I loaded up MMF2, loaded in the same sprites I've used here, set up the scene in the same way, and ran it. I moved one UFO onto another, and there was no collision at all on the transparent section of the sprite, in fact, collision was pixel perfect.

    Now I'm all for sticking with Construct 2. I feel it's got a better future and the features that are coming out are incredible, even it's its development stage.

    My question is - Can we have it so transparent pixels are not included in collision detection? I can't see any practical use for it. If we want players to be stopped by invisible objects, can't we just have a block and make it invisible? I feel this would make a better default, that is if it's possible? Maybe it will be a lot more powerful if included with the collision polygon, or have it as a toggle. Personally I can not see how a collision polygon is better than ignoring transparent pixels altogether.