TeamDisgrace's Recent Forum Activity

  • Okay, thanks to R0J0hound I've figured it out!

    To set set one objects's gravity to 0 we don't mess with world's gravity. Leave it whatever it is.

    Just apply this to an object:

    Apply force:

    X = 0

    Y = Object.Physics.Mass * -Current world gravity (default 10) / 50

  • Hello! I'm using physics and i want to apply gravity only to some objects, leaving other with 0 gravity.

    I know that this topic has been answered hundred times before and I know that I should set world gravity to 0 and apply 10Y force to desired objects, HOWEVER that doesn't seem to work. 10 force seems WAAAY too much + gravity seems to ignore objects' masses. I tried applying 0.10 force, but it still doesn't feel right.

    Edit: Plus when using forces, objects can't sleep

  • Quick update!

    In case anyone is reading this in the future, ima give you heads up.

    I can't believe that the best solution for this was THAT simple. Just create distance joint once the max rope length is reached. When distance between objects is less than max rope length, delete the joint. It's that easy.

    EDIT: Don't forget to increase spring frequency of the rope or else it wouldn't work! (pic 2)

  • Here’s the rope joint done with impulses. 100 is the max distance. The /100 at the end was to scale things down.

    https://www.dropbox.com/s/bpxf1z9zws5e1t8/Ropejoint.c3p?dl=1

    Hey! Thank you again - i'm currently using this in my project.

    However, there's one small issue. When i slowly change the rope length during runtime, it strikes one of the charachters with a strong impulse, instead of giving it a gentle pull (ulike in the game i've sent before, where you can change rope length with Q & E).

    Maybe you could help me out with this too? Thank you so much again!

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  • Here’s the rope joint done with impulses. 100 is the max distance. The /100 at the end was to scale things down.

    https://www.dropbox.com/s/bpxf1z9zws5e1t8/Ropejoint.c3p?dl=1

    Yes, exactly what i needed! Works perfect for me, thank you.

  • Hey!

    I wanted to create so to say rope (Not like those chains, that linked together, which have tons of tutorials on youtube), using Physics behaviour. Basically it should be a distance joint between two objects, which activates only when the distance between these objects equals the max length of the rope. So it should not limit any of these objects' movement until the rope gets fully streched. I tried creating a prismatic joint, but it limits objects' movement within one angle.

    It should be something like in this game teamdisgrace.itch.io/bob-flop

    Tagged:

  • I know that i can just upscale the image before uploading it in construct. But i want to keep the initial image scale as small as possible

  • I'd like to change the sampling type for SPECIFIC objects only (not for the whole project).

    In my game some of the images are pixelated so they do not require any sampling at all.

    However, some pictures are full hd and they require sampling.

    Let's say i want to put that chopper in my game.

    It's nice and clean but only inside image editor.

    On the canvas it looks like this

    Again, changing sampling for the whole project is not an option since i have some objects that require other type of sampling (such as these stars that you see on the last screenshot)

    Thank you in advance!

  • The difference in performance will likely be very very small. Don't worry about it.

    There is another way to organize your code - put events for each control type into separate groups. This way you can activate/deactivate each group, and events from deactivated groups will simply not run.

    Yep, that's a nice way of doing things. I already use it actively

  • Hey there! I wanted to know which formation of the event sheet is better for the game performance? I asume that Variant 1 is slightly better, since it does the check only when the key is pressed. But i'm using Variant 2 because it keeps my workspace clean and tight. So is there a significant difference between them? Thanks in advance

  • Okay, i've found out. It's easy to handle via functions

  • Remove the trigger once. Change the variable when you play the sound.

    It's supposed to go through the variable. Many other things depend on it.

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TeamDisgrace

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