RattyRat's Forum Posts

  • Hello,

    Afraid I have spotted another one - here is the link : https://1drv.ms/u/s!Aup_NDH7UAIvgrZAt6XHUt-KeMcHqA

    Pressing LMB spawns a new object based on the position and angle of the previous one. Every few sprites you should get one that seems to be fixed in position (although the debug panel shows considerable downward velocity).

    This does not occur if A) the angle is always zero or B) the object has Box2D+ disabled initially.

    So.... Lots of things to keep you busy.

    RR.

  • Hello,

    Afraid I have spotted another one - here is the link : https://1drv.ms/u/s!Aup_NDH7UAIvgrZAt6XHUt-KeMcHqA

    Pressing LMB spawns a new object based on the position and angle of the previous one. Every few sprites you should get one that seems to be fixed in position (although the debug panel shows considerable downward velocity).

    This does not occur if A) the angle is always zero or B) the object has Box2D+ disabled initially.

    So.... Lots of things to keep you busy.

    RR.

  • Hello again.

    Thanks for the capx - it has helped me pin point a bug (or unexpected behavior) - here is a capx to demonstrate (based on your Assimilate demo):https://1drv.ms/u/s!Aup_NDH7UAIvgrY-Uhp8nrL-Ac5ruw.

    To see the problem simply press the "-" key while the objects are assimilated, it breaks the object completely and it is them impossible to re-assimilate the sprites.

    The work around is to make sure the sprite is un-assimilated before destroying it, so I suspect your behavior needs an explicit un-assimilate before a destroy sprite, assuming that is possible?

    Cheers,

    RR

  • Cheers

  • Hi Colludium - Could you post the capx of your Assimilate joint demo, I am trying to use it but am getting some odd results.

    I need to grow my player object (essentially add more sprites) and fix them together using Assimilate but as soon as I get to the third object the first one`s shape seems to get lost (stops colliding) although it is still attached to the other sprites.

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  • I got it from here: [link removed by MOD at request of Colludium] - oops, just thought probably not a good idea to post my download link here.

    One drive link for the file I downloaded - [link removed by MOD at request of Colludium]

    It has no .js files in the archive. I have downloaded the file more than once.

  • Hi Colludium,

    Just bought this and got a problem - Unzipped and placed it in ....\Construct 2\exporters\html5\behaviors when I start Construct 2 it says it cannot load your behavior as it cannot find ....\Construct 2\exporters\html5\behaviors\Box2D+\common.js .

    Any ideas?

    Cheers,

    RR

  • Drago_18 - Thanks, I`ll make sure I have the time to test it properly before I buy it then. Mind you, one of the examples seemed to do exactly what I wanted.

  • R0J0hound

    Ooh, thanks, I had never spotted there was another Physics behavior (assume you mean https://colludium.itch.io/box2d-plus ). It does look like it does what I want, I think it is probably worth risking £5.99.

    I still intend to learn Unity, I want more control than C2 gives me, I keep getting off to a good start with my ideas only to get stuck trying to do the fiddly bits. I imagine I`ll end up using C2 for rapid prototyping before writing the full game in Unity (or whatever).

    Incidentally a recent mail from Unity was suggesting you can now make an entire 2D game in it without writing a line of code. Hmmm, well we`ll see!

    Thanks again,

    RR

  • Thanks. I thought that was probably the case but still best to ask before throwing in the towel.

    I`ve been thinking of moving away from Construct anyway (I don`t like the pricing model for Construct 3) - Think I`ll go check out Unity...

  • Hello R0J0hound - I am attempting the old chestnut "Weld two objects together so they act like one object".

    While I think it can be achieved using joints this seems unnecessarily inefficient.

    I noticed in the Chipmunk documentation - "You can attach as many shapes to a single body as you need to in order to define a complex shape." - this seems much more like what I want.

    Is there any way of doing this with your plug-in?

    I suspect the answer is No given the constraints of how Construct 2 works, in which case what joint do you think might be the least inefficient way to achieve this?

    Cheers,

    RR

  • Thanks stevecameron. Yup, the blimps really help when you lose concentration for a moment.

    I was concerned some of the sounds might be a bit grating so that is nice to hear (pun unintended ).

  • Classic missile base commander game, check it out here:

    https://www.scirra.com/arcade/action-games/incoming-20122

    Touch control or Mouse supported.

    Also, check out my previous game "Down", minimal gravity platformer:

    https://www.scirra.com/arcade/puzzle-games/down-1276

    Enjoy!

    Giles

  • While I am here just wanted to add my thanks to troublesum for this lovely bit of code, it took me a while to get my head around (I eventually took to carefully re-writing it, event by event, in my game, just so I could get a clear understanding of it).

  • troublesum mdvgames

    The reason is that the peer creates it`s own player object then calls the "Sync_SpawnPlayer" function which tells the host to spawn a new player and then signal the peers to spawn all player objects. So the host tells the peer to create a player for itself but it already has one.

    This will happen again and again as more peers connect. The simple fix is in the "SpawnPlayer" function, it just needs a test to see if a player object with the requested peerid already exists, which can be achieved using an event for the PlayerObject.PeerID = peerid (as above) and then adding an Else (IE didn`t find one).