Prominent's Forum Posts

  • Zebbi , I think you could make a simple fps game if you wanted, but you'll need to at least get comfortable with concepts related to 3d. There's plenty of useful information about that sort of thing online. It might be difficult if you have no clue about how 3d stuff works, but it's fun to mess around with stuff and learn.

  • Here's something I was working on last year:

    It's a pretty capable plugin- but you can run into small issues with it here and there. Hope Quazi irons them out.

  • Yeah, that's true. There are a lot of ways the tilemap object could be improved.

  • Yeah, that is what happens in my case.

    We just have different views on how it should be handled. I think it's better to allow more choices to the user rather than limit them.

  • Sounds similar to a bug I reported in the past, which was closed.

    I'd prefer seeing the tileAt return the correct id of the tiles that are still being drawn, and also allow offsetting the loading of the tiledata so that you can load sections at different places.

    *

  • AnD4D , sure, I'd be interested in seeing how you modify it. Maybe I can learn something from it.

  • QuaziGNRLnose , Good to know!

    I'm having some other issue with the On Model Created event; example here (run from layout 1): http://1drv.ms/1UZDC56

    When new models get created, it doesn't seem to fire the on created event. Am I doing something wrong?

    Also, in a different project I'm working on, the on model created returns an error: assertion failure: unable to find instance by IID.

    stack trace:

    Error

    at Error (native)

    at assert2 (http://localhost:50000/preview_prelude.js:16:10)

    at cr.type_getInstanceByIID [as getInstanceByIID] (http://localhost:50000/commonace.js:1198:3)

    at cr.type_applySolToContainer [as applySolToContainer] (http://localhost:50000/commonace.js:1338:28)

    at Runtime.executeSingleTrigger (http://localhost:50000/preview.js:4800:26)

    at Runtime.triggerOnSheetForTypeName (http://localhost:50000/preview.js:4762:16)

    at Runtime.triggerOnSheet (http://localhost:50000/preview.js:4694:13)

    at Runtime.trigger (http://localhost:50000/preview.js:4665:13)

    at Object.THREE.TSH.ModelFit (http://localhost:50000/Q3Dobj_plugin.js:932:17)

    at instanceProto.setupModel (http://localhost:50000/Q3Dobj_plugin.js:953:14)

    I did some experimenting and it seems to happen when the model is part of a container and it has to create the other object. Here is an example capx showing the error. It's basically the same capx as before but the model is part of a container: http://1drv.ms/1QH6tMl

    Hope you can fix these issues!

  • AnD4D , I would have made it better if construct2 didn't have certain quirks about how it handles things. If you figure out a better way to accomplish the same results, then you're probably a better programmer than I am. Construct2 doesn't really help in regards to implementing stuff from one project into another. So if you're going to do that, you'll have to learn how to do it regardless of what you intend to implement. It's not that difficult to do.

  • Is there a simpler way of retrieving a list of an object's instance variables and their values without having to manually create it like such: VariableName&"="&object.instancevariable&","&VariableName2&"="&object.instancevariable2....

    It's a pain when an object has many variables that need to be put into such a format.

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  • R0J0hound , Hm.. seems like that won't fix it in a specific project I have where I'm creating multiple joints on multiple objects (some of which may have more than one gear or pivot).. I try to set all their angles to self.angle, which helps sometimes, but other times they spin like crazy.

    At the moment, I'm just resorting to using two pivot joints to join objects without the gear joints, since the gear joints appear to be unusable in my case. If you get around to fixing that, I can try reverting to the gear joints to see if the problem still persists,

  • here's an exmaple: http://1drv.ms/1YvddfG

    Seems like setting the angle before joining will mess it up. Any way to get around this?

  • Now I'm having another issue.. Seems when I try to join objects together using a gear joint and a pivot, one of the objects turns 360 degrees before it settles back to the position it should be in.

    Not sure what I'm doing wrong.. It doesn't happen all the time, but seems to depend on orientation of the objects. Is there anything I need to keep in mind when doing this? like should the angles be between 0-360, or -180-180?

    edit: here's an exmaple: http://1drv.ms/1YvddfG

    Seems like setting the angle before joining will mess it up. Any way to get around this?

  • ahhh! I think I know what is the issue. Seems like when the pointer object(object being positioned to the mouse) is not set to immovable(in the physics), then the joint position gets altered when trying to drag through an object.. But if I set the pointer to immovable, then the joint stays in correct position even if I drag stuff into an object.

    Not sure why the difference occurs depending on that setting, but I might be able to work with this now.

    So to recap, yeah- I had been doing it like that example, but I didn't have the pointer set to immovable. Having it movable produces weird results when dragging stuff through immovable objects.

  • I'm having trouble adding the ability to drag an object. I have it so that when mouse down to position an object and have it with a joint to another object that will be dragged, but when I drag it through a wall, the joint gets repositioned so that the objects become separated(joined from a distance), even when I move the mouse back out of the wall.

    Any ideas on how to fix?