megatronx's Recent Forum Activity

  • My capx will keep the enemies from piling up. If they are piled up they will spread out very quickly. The only drawback is they can be pushed into the walls a bit if things are crowded.

    Prominent's solution is to basically have a second object attached to the object with the pathfinder behavior. That bypasses the pathfinder overriding the physics positions, and probably is the best way to Incorporate physics. The rest is to stop the velocity of the objects so all we get is the pushing action. I'm unsure of the purpose of the force though.

    Would you be able to make example with physics for me? I'd highly appreaciate it!

  • >

    > But it isn't, evidently, as you already mention. HTML5 games just doesn't cut it (yet?) when it comes to a "smooth" experience, native exporters feel more "snappy" and responsive.

    >

    Only for a few of the broken Chromium versions. NW 10.5 is very smooth and snappy.

    Did you guys hear about 2K Games's Bioshock on iOS? It was removed. The recent iOS update broke the game. O_o

    So it's not just us little guys that get screwed over for problems created by Apple or Google.

    10.5 was still not as smooth as cc.

  • megatronx , Jayjay , perhaps because they use different technologies? Cc uses directX9 and C2 HTML5.

    Well, webGL trough html5 canvas, and that should work just as smooth.

  • megatronx I'm insanely glad I'm not the only one to notice that

    Cool. I noticed that from the start too, and I hope more people see that.

  • I still don't understand why construct classic projets display smoother then c2. I think that should be something taken care of in c3.

  • You can attach the physics object to another physics object via a joint, and move one like so:

    also make sure the objects don't collide with each other.

    Then you would just move the object that needs to follow a path, and the physics object attached will get pulled.

    edit: the 10*sprite2.mass stuff should be 100 instead of 10.

    Thx. Willlook in to it.

    I was searching around and didn't you ask this before in a way?

    Anyway can't this problem be simplified further?

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

    Use a family to be able to pick two different instances and then just compare the distances between the two and then move them apart with the "move at angle" action if they're too close?

    Hi,

    Thx for example. Will examine it. But I have concern that it wont work well, if its based of example from example rts project. The issue in rts example is that pushingout is easy to glitch out,with just few clicks the units end up on topof each other. But will examine.

    Still I'm interested to see ho it would workwith physics. Bouncing out would be desirable too.

  • megatronx

    Probably the same way as with the physics behavior. All physics objects will push out of each other. I haven't tried it so I don't know if there is any fighting between the behaviors that might make the objects jitter.

    I tired setting it up myself, but I can't get it to work. :< Units either fall or overlap each other.

  • R0J0hound

    Hi! Do you know how to integrate chipmunks and rts, for units not to walk on top of each other? Thx! xxx

  • Hey,

    A while back i reed that you can pair chipmunks physics with rts, for units not to walk on top of each other. Can someone tell me how to make it work that way?Thx!

  • You mean in the editor? Yes, that would be helpful, and in fact lack of that option becomes very frustrating at times.

  • I agree that there shoud be z-index option by default, and I hope c3 will include that feature, however you still can do it efficiently with events, sorted by Y axis. You can narrow it down to specyfic objects. You can make it a function that you call every time you need to z-order everything.

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  • I have my own way of doing so too - about prefixes. Still, icons would be neat.

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megatronx

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