matriax's Forum Posts

  • Well, just purchased the plugin and looks good, but something i can't achieve is the shadow opacity. In the C2 light plugin you can set opacity in the light plugin or using the layer opacity but nothing work here ¿?.

    Is there anyway to change the Flashlight shadow opacity Colludium ?

  • I had to create another thread due the official was too old and the forum not let me write there, so here we go.

    For Colludium

    I'm interested on buy this plugin but have some questions

    construct.net/en/forum/scirra-website/scirra-store-36/flashlight-plugins-134834

    colludium.itch.io/flashlight-construct-2-plugin

    1.- Over Head shadows in the DEMO

    There is a moment trying to do the shadow lenght large the shadow overlaps the sprite. Is a code / plugin error ¿?

    Online Demo: colludium.itch.io/flashlight-plugin-demo

    2.- It looks in the center of the light there is no color only bright, the color start after, can be fixed or there is a parameter to tell when the color light start ¿? i mean this:

    i.paste.pics/89ccaca33fa227e7b4724559576c48ad.png

    3.- So, it works just with a sprite that gives the light correct? In the demo there is C2 light plugin or all lighting is made with your one?

    4.- Realized the player have also some lighting around him ,depending the light around, is some effect/normalmap, or just the collision is made less than the sprite to give that effect?

  • Thanks for the info!

    About collisions and bounces, i think in case is too complex i can continue without that.

  • Any idea how to do a proper trace line that have in mind curves,etc...

    One trick maybe launch an invisible ball that spawn the points every time the params change.

    But wonder if there is already any plugin/template that does auto in a better way.

    R0J0hound Any idea?

  • Is fixed now, using Create object instead spawn and using the object spawn instead the family.

  • The event:

    https://i.paste.pics/44383aea280d35d383dca1b737790b05.png

    This is what i get:

    https://i.paste.pics/ebbe1595d43289afc245ab723620f18b.png

    I tried with "for each" and adding too set size to F_Collider or similar but nothing. So i guess i'm missing how the spawn works ¿?

    So on spawn it need to be set the same animation/frame/size,etc... as the original. But only i can get the position and angle from original ¿?

  • Is a weird thing, with C2 Physics and Box2D+ plugin, if imagepoint is not on center it gets more GPU.

    Tested with chipmunk, and imagepoint on center or other the GPU use is the same, so i guess something between C2-Box2D.

    Btw, today looks better stats, GPU0=20% and GPU1=11% , but on a blank project it gets more from GPU1 until 26% on diferent image center and just one sprite so no idea, i have to test some 3D card configuration, maybe something is wrong.

  • I found a bug. If the imagepoint is not on center, for some reason it gets lots of resorces from GPU ¿?

    I have two GPU, in a new project a sprite with center imagepoint and box2d it gives 0-1% for both. If i change the imagepoint from center it goes to GPU1=23% and GPU2=48%.

    What's wrong?

  • Colludium The rear suspension still not works as desired.

    Planning using this limited revolute joint (red)

    i.paste.pics/191cfb30fbd2dadb62fa1e275b1be5b8.png

    But the main problem is how to make this force (yellow) that will keep the wheel in position and act like a spring.

    There is no angular spring joint in this plugin, only in Chipmunk.

    There is something similar on Box2D+ that may i miss? Or if the real Box2D physics have it can you add to the plugin? And if none of that, what you think will be the best solution?

  • Colludium What will be the best way to achieve a rear suspension system on a moto with box2D+ ?

    Like this:

    motorcycle.com/blog/wp-content/uploads/2017/12/120417-ask-mo-linkage-suspension-honda-pro-link-diagram-609x388.jpg

    At this moment using the wheel joint for both. But for the rear one to be more realistic?

    Here is the last we have with a ragdoll attached:

    twitter.com/DavitMasia/status/1216850398604120064

  • Colludium

    Just using your plugin for my new project, a trials game:

    twitter.com/DavitMasia/status/1214155158810218496

    I was gonna ask if is possible limit the distance of thw wheel joint, but saw a previous post saying is not possible?

    Doing front/back flips on aire with high speed managed from the bike, makes the suspension on the front wheel goes too large.

    One idea is on runtime change the frequency to 9 so it remains statics whille doing flips, and on floor set again to 4. But is not possible change Frequency various times on runtime. It looks is cumulative? I tried, like ok, then 9 on air and then i set -4 , but only really changes up, never you can give less ¿?

    You can’t change frequency without re-creating the joint. And if you re-create the joint at a different distance from the bike, it will become the “default” distance for the wheel. So the front suspension will become shorter or longer

    Is possible to fix this? so we can change frequency on runtime without re-create joint ?

  • Yes, i saw it but is more a 3D viever than a real Babylon plugin :( .

  • Any update about the Babylon.Js plugin for C3 macube ?

  • You do not have permission to view this post

  • You do not have permission to view this post