Colludium's Forum Posts

  • Update submitted to the store for approval.

    v1.05

    Bugfix

    Rendering issues with tilemap objects have been fixed (the Flashlight image was not updating properly because of inconsistent returns of the glwrap.lastTexture0 variable).

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  • v2.07 submitted for approval.

    Bugfix:

    Applying an impulse to an object with prevent-rotation enabled caused glitches. This has now been rectified.

  • v1.04 submitted to the store for approval.

    Added:

    Editor property: Texture scale. To set the render scale of the webGL texture, compared to the image texture dimensions. Scales up to 2048x max.

    Conditions:

    - Object type is ignored.

    - Object inst is ignored.

    - Object type is in shadow list.

    - Object inst casts a shadow.

    Actions:

    -Texture scale. You can scale up the render texture to improve the quality of the shadows, or you can scale it down to conserve image memory.

    Expressions:

    - Number of shadow objects.

    - Shadow object UID at index.

    - Number in ignore list.

    - Ignore object UID at index.

    - Texture scale value.

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  • v1.03 submitted to the store for approval.

    Bugfix - If a flashlight object was casting shadows only from an object that was not on screen then it caused a glwrap.js failure message. The conflict has been removed.

  • Colludium how can i contact you privately? they removed private messages here on the forum

    Come join the Discordapp forum and you can message me there: link.

    Edited to correct the broken link.

  • v2.4 submitted to the store for approval.

    Bugfix: running down shallow slopes caused the player to repeatedly register 'is-falling' instead of moving smoothly. The player now correctly runs down slopes.

    Bugfix: if the player was moving over a sloping jump-through Solid2 object then it would filter it out and fall through it. The player can now move over sloping Solid2 objects with jump-through set.

    aerian,

    Thanks for your question! Whilst testing to see what the answer was I found another bug to fix... I don't know exactly what setup you have, but I think the answer to your question is - yes - Platform2 doesn't get confused about which jump-through object it is standing on and which ones it should fall through.

  • Thanks for the message, I'm working this - it's a little tricky but I should have a fix soon.

  • Sorry, shinkan, I don't expect so. I can't justify the c3 recurring rental fee that I would need to pay to support my one-time-payment plugins.

  • Colludium im going to disturb you again (sorry)

    its possible with your plugin to disable collisions with a object for only one instance?

    (see this: construct.net/forum/construct-2/how-do-i-18/disable-collisions-for-one-ins-69485 )

    while its possible to do it with native box2d, its impossible to do it with the C2 physics behavior

    example: im using the physics behavior to make enemies behave/move... when i collide with one enemy, i want that instance of enemy that i collided to disable collisions with pretty much everything else, while other enemies still work just fine

    if is possible to do it, i will most certain buy your plugin right now

    Hi there - it's no bother! Yes, there are a couple of ways you can disable collisions with this behaviour (the standard plugin filters for object type, not object instance - this behaviour can do both).

    1. If you want to filter per object type then you can set the collision filters - binary bit flags.

    2. If you want to disable collision against one instance of an object type... There is a pre-solve condition that is true when Box2D is about to manage a collision. As an action you can then set for the behaviour to ignore that collision. It works per-tick, so you'd have to filter it for as long as you wanted this.

    I'm using my phone but I hope this is enough info for you. ??

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  • Dark and low-contrast themes are easy on the eyes... Which is why they are so popular in text editors. The new forum theme is, well, the opposite.

  • RattyRat - the object was spinning because the force was not being applied to the center of mass (it was being applied at layout position (0,0)) so when the force was applied it also applied a torque. Here's a fixed capx that demonstrates how to apply forces but not cause spinning.

  • v1.02 submitted to the store for approval.

    New action: Force early draw. To make the plugin fully compatible with Paster. If you want to paste a Flashlight image in the same tick that it was created, first use this action. The method used by Paster to paste objects conflicts with the methods used in Flashlight to draw the shadows. This action permits a work-around.

    Updated action: Enable redraw. When set to disable, the Flashlight refreshes the displayed image/shadows before going dormant (the image becomes frozen at last update). This now permits the plugin to be set to disable in the same tick/events that it is created. (If disabled in the editor properties then the update does not happen).

  • This is really great. All we need now is a proper normal map plugin for the objects that will react to the "Flashlight" lights

    Now that would be amazing! I have no idea how to go about this but I'm going to investigate to see if it's even possible...