R0J0hound's Forum Posts

  • Savvy001

    Does this not work? It works for me.

    https://dl.dropboxusercontent.com/u/542 ... _test.capx

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  • Prominent

    Not sure. All prevent rotation really does is give the object super high rotational inertia.

  • What do you want to do to the scrollbar?

    You can do all this with css:

    http://www.w3schools.com/cssref/default.asp

    Also looking here, there appears to be a way to change how they look, but I don't think this can be do from inside C2:

    http://webdesign.tutsplus.com/articles/ ... esign-9430

    I think you'll need to modify the css in the exported html file.

  • No need, the link works.

  • Savvy001

    Nothing should prevent you from doing so, as long as something is picked to paste.

  • Prominent

    Here's an idea using collision layers. The idea is the elevator is two different objects on different layers so they don't interact. So for example the orange blocks can affect the elevators motion, whereas the blue one thinks it has high mass.

    https://dl.dropboxusercontent.com/u/542 ... ator2.capx

    Outside of that idea more of chipmunk's collision handlers would need to be exposed. Then maybe tricks like setting the mass high temporarily before the collision is resolved and then setting it back afterwards could be used.

  • Prominent

    Hmm, I think I had to work around that infinity mass issue elsewhere. So scratch that for now.

    Maybe we could do something in post collide. You can get the impulse of the collision with an expression, so maybe you could apply an opposite impulse to negate the force.

  • Prominent

    You could try giving the elevator a mass of infinity and just set it's velocity.

    Alternatively you could use joints to emulate how an actual elevator is built. Maybe a groove joint with distance joint that you adjust the length of.

  • Physics treats immovable objects as not moving so I imagine it thinks any objects in contact with it can sleep.

    One idea would be to not make the obsticle immovable. Instead attach it with a revolute joint to another immovable object. Then set the angular velocity instead of using the rotate behavior.

  • Waltuo

    I'd recommend just using physics, but you could try it. Whenever you switch between the two be sure to set the velocities from the other behavior.

  • What does Firefox have to do with it?

    I can see why it would jitter. The distance the Sprite moves each frame will vary with dt, and since the "push out" action works something like the following I could see why some frames the Sprite would move and some it wouldn't.

    While

    Sprite overlaps solid

    --- move backward 1 pixel

    There are two reasons why box2d doesn't jitter. The first is it uses a fixed timestep, and secondly it calculates how far to push out.

    You probably could do either and eliminate the jitter.

  • It's still 3d. The most basic way involves a skybox, a pre-rendering of the view from the 6 sides of inside a cube.

    https://en.wikipedia.org/wiki/Cube_mapping

    To do it in C2 you'll need a way to draw the inside of a textured cube, or more simply a way to draw a texture onto a polygon with perspective. A third party 3d plugin like q3d probably could do it. Outside of that it will be complicated.

  • Well, you'd have to do more to make your game with it. C2 has a lot of things already setup for you, whereas kivy leaves that up to you.

    Whether or not the end result is faster really depends on you. Python can be slower than JavaScript, but then again it's easier to use c or something for the time critical parts if needed. Also since you'll be writing more code to setup how your game works you'll have to make more decisions that can impact performance.

    As far as size, the resulting program file size would probably smaller I'd imagine.

  • There's this section of the forum with a list of existing plugins and behaviors you can use as well as a topic about how to install them.

    Once installed you can use them like any bundled plugin.

  • After a little digging it appears to be a limit imposed by the box2d library.

    http://www.iforce2d.net/b2dtut/gotchas#speedlimit

    You can change it in the physics/runtime.js file in line #79:

    Box2D.Common.b2Settings.b2_maxTranslation = 2.0;[/code:3sww5aym]
    The 2.0 is in box2d units, so to double the max speed set it to 4.0.
    
    That's for the "box2d web" version of the "Physics engine", which you can select in the project properties.  I'm can't find where to change the setting in the "box2d asm.js" version since it's minified.
    
    Alternatively you could use the chipmunk physics behavior, it doesn't appear to have a limit.