psychoanima's Forum Posts

  • I'm still not sure what you mean abot Box2D worlds. I think maybe you're talking about something else?

    I meant to say more than one Box2D engine, but in Construct terms I guess you are calling it Box2D world.

    In another engine I was very occasionally using more than one Box2D "engine": With one Box2D I am setting global gravity that is applied for main character, with second created Box2D I am setting global gravity for big amount of assets. This way I am changing gravity and forces for dozens of objects in two text boxes only, and also my character is not affected by forces of assets from another Box2D engine.

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  • Ashley For me it's just organizational thing using more than one Box2D world. I can setup character on one Box2D, and assets that needs to explode all over the place on another. So most changes I am doing is on Box2D itself without need to tweak each asset that belongs to different group/family, and as a benefit, those Box2D worlds don't collide.

    Speaking of collision, I currently have more than 30 pieces that are not suppose to collide physically. The fastest way I figure out how to do this is: put all 30 pieces in one family, in event editor select each peace and switching off physics collision with this family. However, that's 30 actions, and family doesn't hold physical collision action, is there any faster way to do this?

  • Thanks for explanation guys!

    Ashley, I am coming from different game engine so I have to ask, are all physics objects in Construct sharing one box2D engine? To make it more clear, in ClickTeam Fusion I can create more physics engine with different set of rules and then I can say to each sprite/object which physics (engine) rule to follow.

  • Ok, apparently it's because different refresh rate, on computer it's 144hz and it gives around 120fps, and on cellphone I am getting fixed 60fps

    So, how can I limit framerate in Construct 3, to have fixed fps, to achieve almost exact physics behavior since this is causing the problem while testing the game.

  • I am having an issue with physics in my game, revolute joints more precisely.

    On my desktop when I simulate a rope swing, everything is behaving how I want, subtle. When I test it remotely on my cellphone everything is different, gravity seems lower and ropes are swinging more aggressive.

    Can someone explain to my why is this happening?

  • I need to emulate swing of the rope when platform (that rope is attach to it) is moving.

    Rope is made out of 5 revolute joint pieces. Now main question is, how to attach the root of the rope to moving platform and at the same time to get other rope pieces to swing by force (x movement) of moving platform?

  • Thanks!

    So for remote preview is there any way to test it in fullscreen?

  • In browser's dev mode there is an option (cellphone icon) that helps you simulate the page on different mobile screens. I would like to use that option when testing my game, unfortunately when I run the layout that option is not available in browser's dev mode. Is there any other way?

    Second thing, when I am doing remote preview is scale outer mode working or not, because there is address bar on the top that is reducing aspect ratio.

  • Hello all,

    just a quick question. Is jscripting inside C3 (either in events or trough js files) any better than using dnd visual programming? I know that everyone has it's own preference how to code, but when I wrote "better", I actually meant to ask:

    is there anything you can do in js that is otherwise impossible to do with visual programming?

  • The principle is simple, something like meme generator. When user is satisfied with the final look to be able to press one button which is saving a snapshot and automatically share on facebook wall.

  • If you add Serbian, I can work on that one.