Colludium's Forum Posts

  • Dear community,

    I'm not sure if this is the done thing... May I humbly present my Shadow Casting Tutorial link. I hope you enjoy it and that you might find it useful.

    Ed

  • Ashley,

    Not sure if this will help with the arduous debugging task, but I hope it's useful. I've been reconstructing the physics elements of my project from scratch in r155 (I deleted all physics behaviors and then started again). Once I created the physics joints I met with the same problems as before - until, that is, I removed the 'set physics enabled' steps in the function where I created the distance joints (E_GameEngine, function carPhysics). I haven't completed the re-write yet and I don't know what will happen in the areas where I want to turn the physics off and on but I'll let you know how it goes.

  • I can reproduce in r152 and r155. However, in my (albeit relatively limited but not just with C2) experience of box2D physics joints this is not unusual behavior. Each physics joint is springy when put under stress, so it's possible to flex a complex structure enough to displace an object to where it shouldn't go (box2D isn't perfect). Then all sorts of craziness can ensue... Frustrating, I know. Just my 2 pennies worth and I could be wrong. Nice work on the construction logic, by the way.

  • - Good question. I like a challenge so I'm going to make a quick tutorial!

  • Joannesalfa and ThunderLion:

    Sorry - not clear at all! I meant delta x and delta y as in your intended displacement for the shadow from the plane.

    For example:

    every tick, set shadow position to: plane.x + 10, plane.y + 10

    The above would put the shadow to the bottom right of the plane (by just over 10 pixels straight line).

  • Don't bother with pin behavior for this.

    Every tick - set shadow position to plane.x + dx, plany.y + dy

               - set shadow.angle = plane.angle

    That should do it.

  • Could you post a capx for us to have a look at? I'm having some issues with physics in r154 but I can't be sure whether or not it's my computer's age that's causing my problems...

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  • Ashley,

    Thanks for re-instating this. Here's an update:

    I've been doing some tinkering and I think I have found the source of the r152 problem. In the E_Configure sheet (about line 60) I remove all physics joints AFTER disabling the physics behavior on the various car parts. Nothing seems to indicate a fault when it runs, but the problem evidently persists in the background and won't let the layout exit. So r152 remains stable and good regarding this. However, applying this fix to the r154 problem seems to make no difference.

  • Ashley, I've emailed a link to the capx to the support email address.

    Also, I rolled back to r152 and all of the problems go away apart from this when the layout changes from configure to trial. I would be very grateful if you could un-close this please.

    Thanks.

    link to another error message

  • Link to .capx file (required!):

    Ashley I would be happy to PM you a link to the capx rather than leave it open for general consumption. It's not thinned down but I can walk you through what I've been doing.

    Steps to reproduce:

    1. Select layout "L_configure" and run

    2. Press "start" button and observe failure message(s)

    3. or - adjust car suspension and press "drop test" then press "reset"

    Observed result:

    link to image 1

    link to image 2

    link to image 3

    Expected results:

    Up until 30 minutes ago, each layout ("L_configure" and "Trial" worked ok in isolation) and that is what I expect should still happen. The capx is a partial shell of a car physics side-scroller. It appears that something broke in C2 while I was working on it... The change I was making was for the layouts to switch from 'configure' to 'trial'. I'm at a loss as to how this has happened and, more importantly, how to fix it without starting again!

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Ultimate x64 SP1

    Construct 2 version:

    r154

  • Just be aware - I had problems with PhoneGap cloud compilation not running on ios 7 on iphone 5s (IIRC). I had no way to test this before trying to deploy. Cocoonjs should work for you as an alternative.

  • Thndr - interesting, it does appear that the Trigger Once is not 'remembering' that it was previously triggered. However, I believe that the For each Text that you have is not required because of how C2 events are designed. If you substitute a 2 condition event (essentially your sub-event) in place of the for loop:

    Text - Is Variable 1

    System - Trigger once

    and use the above to append the text.number then the events work as you intend. I'm only commenting because it took me ages to understand how the event system is designed to work and I don't think you should use the 'For each' loop for a condition check like this - it just slows things down.

    Having said all of that, I have no idea why the condition check as you have it should only work on text 0 and not the others...

    Ed.

  • Hard to say without a capx to look at - it is very likely to be to do with something you've recently changed rather than a bug, but anything is possible. It could be anything from an unnecessary For loop slowing things down to the use of a WebGL effect if you're using an older computer. Try turning WebGL off and see if that fixes it (this is a problem I frequently encounter on my computer). I can't think of any other possible quick fixes unless you're willing to share a capx, though. Hope this helps.

  • Nothing looks like it should cause the player's acceleration to run away to infinity and then for the platform top speed to be ignored, but there you go.... It happens. I also can't reproduce it when starting a new project.