WackyToaster's Forum Posts

  • I've always asked for, but never seen, a convincing case where something really definitely needs per-pixel collisions and just can't be done with polygon collisions.

    Worms-like terrains and terrain destruction. I tinkered around with it some time ago and it is pretty much impossible. A tilemap works but imo not that well. I had the idea to divide everything into reasonably tiny pieces/triangles. Works ok with simpler terrains but then you can´t really use textures, unless you manually cut it up and individually place each piece. Well if that process could somehow be done at least semi-automatically it would be really cool. Like a "shatter" plugin that sort of triangulates the object automatically into multiple small ones and then allows the pieces to be broken away individually.

    I wouldn´t mind though if you go ahead and prove me wrong about it beeing that complicated, maybe make a worms-type template :)

    But I would agree that this is a rather specific case and isn´t that important on a larger scale.

    (Also that´s kinda offtopic from what OP wrote)

  • The one thing I´d personally find very nice from all the suggestions is animating objects along paths

    Beeing able to drop a Bézier (and maybe a few base-shapes) down and have something animate along it would be extremely useful for all kinds of things.

  • Make your own physics with events !!

    No.

    Construct already offers an entire physics engine (box2d), and most likely, it´s doing it a gorillion times better (and more performant) than I could ever do with events. Not only that, but collision filtering is literally a feature of box2d. (https://www.aurelienribon.com/post/2011-07-box2d-tutorial-collision-filtering) I don´t think it´s unreasonable to request that feature to be made available rather than reinventing a worse version of something that already exists.

    Also that would be a gargantuan task on it´s own if you want to come close to emulating what box2d already does. I may be insane... but not that insane :)

  • Hello,

    so I wanna make a case for collision filtering (again). "Again" as in this was mentioned a few times quite some years ago.

    construct.net/en/forum/construct-2/closed-bugs-22/physics-disable-collision-via-91905

    construct.net/en/forum/construct-2/general-discussion-17/ignore-selected-solids-workaro-107965

    construct.net/en/forum/construct-2/how-do-i-18/how-do-i-make-certain-physics-110979

    construct.net/en/forum/construct-2/bugs-21/request-example-per-instance-c-110783

    And actually ended up in r123 construct3.ideas.aha.io/ideas/C3-I-68

    But not with the physics behavior... :( And this is really bad when trying to create something with the physics behavior like a physics-platformer. Why? For example: A jumpthrough platform. Generally a very basic and important thing for platformers and kind of impossible to make properly with the physics behavior due to the lack of collision filtering.

    Two platforms that are supposed to be a jumpthrough platform, the player inbetween. And here is the problem already. It´s impossible to set these two platforms collisions individually. The physic behavior has the "enable/disable collision" action, but it doesn´t take picking into account. The result would be that either both platforms are solid, preventing the player from jumping through the top one, or both platforms are not solid, resulting in the player not beeing able to stand on the bottom one. I tried quite a bunch of possible workarounds, but none really work and usually come with their own set of problems. Even more so when enemies should also be able to interact properly with the jumpthrough platforms as there are potentially multiple enemies.

    Obviously it´s possible to work around it, like entirely forgo jumpthrough platforms. But I feel like the problem might just end up resurfacing with other cases. So... please? :)

    construct3.ideas.aha.io/ideas/C3-I-677

  • Get work.

    Beg parents.

    Shovel snow for a couple of people/Mow lawn for a couple of people.

    Fiverr.

    Bankrobbery.

  • That's odd. I'd guess that's a bug you can't do much about. Does the project freeze or does the data end up not loaded correctly because of the error? Either way I'd file a bugreport.

    github.com/Scirra/Construct-3-bugs/issues

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  • The error says that a json object is in some way corrupted. Hard to really see what is happening without seeing the project. What exactly are you loading in the spritesheet eventsheet. Maybe some of that data is faulty.

  • The engine tries to read the property (getWorldInfo) of an object (cannot read property of), except that object doesn´t exist.(null)

    Or in other words, it´s like I tell you to check out my drawing and I hand you a blank piece of paper.

    Such errors in the console are almost always bugs and not user errors, you could probably work around it if you find the source. But you should definitely file a bug report here github.com/Scirra/Construct-3-bugs/issues

    There you are asked to provide a minimal project file, doing this will also help you isolate the bug yourself and you can check if you can work around it.

  • I don´t think there is... also what exactly would be the point?

  • Will do, thanks.

    Also what in the world did you do with the email :D when I copy it it copies "ten.tcurtsnoc@troppus" insead of the mail. I get why you do this but I´ve never seen it before.

  • At first it said expired, but now it says cancelled. I thought it should auto-renew, I don´t remember cancelling it. Now I can´t use Construct and I´m not sure if it will actually still auto-renew or if I manually have to do it. I don´t mind paying for a good product but not twice :V

    Just in case this happens to anyone else: It sorted itself out in a matter of a few hours, so you might want to grab a coffee :)

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  • What you can do is simply hit Ctrl+F in the event sheet to bring up the search, then type the name of the object. It´s not exactly the same thing I think, but pretty close.

  • Hmm, off the top of my head I can´t really think of a different way other than the mentioned loops, but I´m also not certain what exactly you try to do. You have multiple SpriteA that you want to transfer values to multiple SpriteB (or just a single SpriteB that gets all the values?). Is there also some sort of picking involved so a specific SpriteA is "linked" to a specific SpriteB?

    One thing is always to think if it absolutely has to happen every tick. Maybe you could use a function that you call whenever a synchronization is actually needed. There would be no real benefit to this though if the values are expected to pretty much always change every tick.

    Another story would be if there are so many objects that it would cause lag regardless, simply because it takes longer than a tick to complete. I know there is a plugin that does asynchronous loops in C2, not sure about C3 but I think I´ve read about one somewhere. This would open the problem of the synchronization lagging behind though.

    Other than that... maybe there is a way to do this without having to use loops but I´d say that depends on the exact case.