Colludium's Forum Posts

  • Colludium My Auto-Tiling extension works with the new runtime. I think the documentation here is enough for that

    Cool - I'll check it out.

    I don't use c3 at the moment (I don't like the browser interface at all) and I'm not intending to renew my c3 license next year unless the environment changes drastically. Just my taste - I strongly prefer c2's editor. This means, however, that I won't be supporting c3 for any of my plugins as things stand - because then I'd have to pay for a c3 license just to create plugins - it's far too expensive for that.

  • Colludium No, the extension works currently only for construct 2 runtime. Need a littlebit more work, for the new construct 3 runtime..

    I am guessing that nothing will happen here, unfortunately, until the SDK documentation is published...

  • Ok, could we create a bug / notice about this?

    I'm not sure why I would want a limitation/bug in a standard plugin fixed if it's providing my plugin with a selling point...

  • Why do you say it's very well written?

    I think that should not happen with platform behavior.

    I have not tried it in other engines, maybe in other engines it also happens, I do not know.

    It's a manifestation of the push-out-solid function that is contained within the c2 core. If the Platform behavior was perfect then I wouldn't have wanted to make Platform2...!

  • Hello, a question, why this happens?

    Player 1 bounces when pushed

    That's the standard Platform plugin's behavior - it happens because of how the plugin resolves collisions and overlaps. One of my big challenges for Platform2 was to ensure that this didn't happen (not easy - the standard plugin is very well written and highly optimized).

  • Update submitted to the store for approval:

    v2.2

    Bugfix - falls off platforms now correctly register.

  • > andreyin - can you send me a capx that demonstrates this please?

    >

    Sure, here you go:

    https://1drv.ms/u/s!AuQM7MihYyx4ja1ueEyLv4WQVdMg3g

    Just fall out of the platform and press space at any time and the sprite will jump anyway

    Thank you! Testing now...

  • Good news: I'm ported the Plugin with the Plugin converter ( https://www.scirra.com/forum/plugin-converter_t190325 ) successful! Now, it works in construct 3.

    Interesting - does it work with the new runtime enabled?

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  • andreyin - can you send me a capx that demonstrates this please?

  • Macbee - thanks for the feedback - much appreciated!!

  • PlayerEmers - I don't think that there is and I suspect that this is a feature of all physics libraries (at least those based on box2d, from what I've seen).

  • Colludium Can you port this to construct 3?

    Hi - my hope is to be able to do that. It all depends on how comprehensive the new runtime SDK documentation is. The code is all obfuscated and there's no way I could port it by guesswork...

  • PlayerEmers - thanks for asking. The performance of Box2D+ is about the same as the standard Physics asm.js plugin - mine is, essentially, just a later and more complete version of Box2d. If you're aiming for mobile then my recommendation is you should only market to top of the range hardware. Make some tests using the standard plugin and see if the performance is good enough on the hardware you're aiming for. If you need prismatic joints, gear joints, gravity attractors, proper collision filtering and a physics based platform behavior in addition to the standard plugin's revolute joints then Box2D+ is probably what you're looking for. If you're not sure then don't buy this plugin just on the off-chance - it really has more to offer than the standard plugin, but performance increase isn't one of those numerous benefits because it's about the same.

  • Sorry macube, that dropbox account has long since been closed and I don't have the example any more.

  • some draft

    Beetle is made with Box2D+, steam with Emitter

    https://youtu.be/YGq1xvigjcE

    Wow!! I'm loving your work there!