GeometriX's Forum Posts

  • +1.

    I've been using a little pinned target as a workaround for this - not a major hassle, but it'd certainly be welcomed if we could specify an image point.

  • blackhornet, wow what an awesome little app. Thanks for (re)sharing!

  • Not possible (whether that's a "yet" or not is unclear, but probably not). Your alternative is to remake the particle system yourself using sprites.

  • This isn't a bug - you've incorrectly aligned your PlayerAnimation and Player object. You need to set PlayerAnimation's position to the Player object before pinning it.

  • Is Touching Object isn't broken, you were just using it wrong. Actions like that are activated every tick that they're true, whereas actions like On Touch End (and On Touched Object - which is probably what you should be using) are just triggered a single time - upon activation.

  • Those events are trigger each other, so you'll either get unpredictable, or simply broken results.

    But here's an easy way to toggle between two frames: On touch -> set frame to 1-currentframe

  • Some behaviours allow you to toggle their status to enabled on/off on each instance, in the properties bar. Others, like solid, don't yet (although I believe that functionality is coming to all behaviours, possibly soon).

    Otherwise, if you have a reliable way to detect that sprite's IID, you could create an event System: On start of layout (or whenever); System: Pick [sprite] instance () -> Sprite: Set Solid disabled

  • If you're on a platform that supports WebGL, you can use the Tint effect.

  • \o/

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  • Not all browsers support ogg, so it's best to let C2 do the conversion. Take your MP3 and convert it to wav, then import it. Construct will make two versions: an ogg and an m4a. Between those two formats you've got all your bases covered.

  • Put this in the layout event sheet:

    System: On start of layout -> System: Set TotalKeys to Keys.Count

    It'll automatically set the total keys the player needs to collect to the number of keys.

  • You left out the http://, and don't forget to put the address in "".

  • Using any tool incorrectly, knowing what it is and how it works, is simply the wrong way to do things.

    Particles work as well as they do because they're so light in terms of CPU usage. If the engine has to track UID, position, rotation, animations/frames, collisions and all the other things that people would want (and, trust me, I'd love these features too), then the particle object as a whole would become useless for everyone else.

    Admittedly, having optional toggles for these various things would be handy, but I wouldn't say this is a mandatory feature.

    Making your own emitter using a spawn object and bullet-based sprites really doesn't take that long anyway.

  • There's nothing to solve. The physics behaviour doesn't play well with anything else that sets position/rotation, including all movement behaviours.

    It's possible to get something passable with a lot of tweaking, but the results will very often be unpredictable. Ideally you should stick to either all physics (using forces, torque and impulses for movement), or no physics for each object in question and the objects with which they interact.

  • Not sure why you're using a distance joint. Revolute is what you want. Also, don't use the rotate behaviour; it'll mess with the physics stuff - rather apply torque. Also be sure to tweak your angular damping accordingly - that's their rotational friction, so to speak.

    Here's an example (r136).

    Damnit, now I want to make a physics puzzler :P