im_pro_viz's Forum Posts

  • Hi everyone. I have a sprite and two timelines with different animations for the same sprite. for example timeline1 moves the sprite up, and timeline2 moves it to the right. I want to manipulate the time of the timeline1, let say by dragging another object. But when I choose action "set time", I need to enter a tag for one of the timelines. But I can't find, how can I tag a certain timeline without using "play" action?

    I hope you understood my broken English. Thank you!

    Tagged:

  • R0J0hound So far, this is quite enough for my purposes. I am very grateful to you. you've helped me a lot.

  • One last question, and I'll leave you alone.)) Unfortunately, it looks like the dumping variable is not used anywhere in the event sheet. where do I need to enter it?

    special thanks for the group activation button!)

  • It’s best to not touch pTime. That would just advance the simulation forward in time more. It wouldn’t conserve energy.

    look at this please.

    what if I stop and restore the time in this way? it works for me as it should. the movement continues at the same speed as it was before the stop. I can even set the vx and vy values to start moving at the desired speed.

    I need the heaviness so that it jumps not so high, and for more dumping. When I change the gravity, it just move faster or slower, but the amplitude remains the same. I can't figure it out without your help.)

  • Here's a simple test of event based physics that will update at the same rate regardless of the screen refresh rate. So motion of objects will be consistent.

    thank you so much for wasting your time. It looks amazing. It will take me some time to figure out all this logic, but I managed to make some changes to get the desired result. For example, I can add an impulse by adding a value to vx and vy. I can stop and restore sprite by adding time to pTime. Figured out how to add gravity. But I can't figure out how to make the sprite heavier . Is it possible?

  • Of course, I understand that mathematics is more reliable, but I've been animating 3d characters for the last 15 years, and I'm not good at it. It's a pity that the built-in physics does not allow you to do anything serious. I found this solution. construct.net/en/forum/construct-2/general-discussion-17/pendulum-51198

    I'll try to figure it out.

    Thank you for trying to help.

  • Hi! How can I get the speed of rotation, if I set "every tick" "angle toward position"?

    And Is it possible, to get the speed of movement separately for x, and y without using any behavior? I know that there is an expression for physics behavior, like "VelocsityX, and VelocityY. But I can't understand how to get the speed, if my object moves using different formulas.

  • after many experiments, I found that the movement of a physical objects can be framerate independent. But rotation, such as joints, or angular velocity, or even torque depends on fps and give different velocity. The difference in simulations in different fps appears only after any rotation via physics engine. I do not know how to make physics manually, but it seems my whole project went down the drain (

  • Hi! I made this simple example, to explain the problem. The physics sprite(black) falls down, and when it reaches the yellow sprite.Y, a distance joint creates. And then the joint removes when it reaches the yellow sprite.Y again. The problem is, that in different fps, the jump height is different. Although timings are quite similar, and even the speed of falling is almost the same. and the lower the fps, the lower it jumps. Stepping mode is set to "framerate independent" but it doesn't help. how can I achieve at least approximately the same result at different fps? (the texts below and above on video, show the time when the joint is created, and when it reaches its highest point)

    Or, how can I set the maximum framerate for my game to 60 for example?

    I am grateful in advance for your help.

    youtu.be/jOHocM5sfh4

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  • I meant that when the velocity is set to 0, the sprite should not move. Just to make it clearer that the sprite is shifting

  • it won't help. the sprite must constantly move, and over time, there is an offset from the desired path.

  • No. Even if there is no any connection, when i set manually velosity to 0, its moving down anyway.

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  • I need moveble physic

  • even if I set the velocity to 0, the same result. it's gradually moving down