Prominent's Recent Forum Activity

  • Might be worth looking at the chipmunk plugin. It has a ton of features for working with joints.

  • Unfortunately, Prominent, there are no methods in the library I am using to enable access to the emscripten joint reaction force values.

    what about joint attachment x,y positions, and joint object uids?

  • Is there way to retrieve joint data?

  • I started using this, but I ran into something that I need that is missing from it.

    particularly, a way to assign speeds, tensions and a tag to the points, so that you can have it change speed/tension depending on the point it has reached, and also read its tag name. Also a way to retrieve these values, and maybe change them too.

  • Problem Description

    When you have a tilemap larger than the original window size, it cuts the polygons where the window divides up the tilemap.

    So if originalwindowwidth is 200, and the tilemap has 32x32px tiles, the polygons always have seams every 224pixels (one tile larger than the screen size).

    This is a problem when using physics, because objects get caught on the corners of the polygons.

    It still creates the seams even if the tilemap polygons consists of two tiles! as long as it extends across a division, it will create a seam in the polygon.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gg72hiIU9Bgjl4mL

    Description of Capx

    Has a tilemap and sprite with physics behaviors. Has lines showing where the seams occur.

    Steps to Reproduce Bug

    • run and press arrow keys to move sprite around across the seams.

    Observed Result

    the sprite will becomes stuck after moving back and forth across any of the seams.

    Expected Result

    the tilemap polygon process should be smarter so that it doesn't create so many seams. The example shows how even an isolated group of tiles will still get split! This should be fixed!

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r247

  • bilgekaan , I've added a link to new version (r8). If you set the X and Y to "Enable 3", it will position the pin points relative to the scale.

    I've also fixed a bug with flipping.

    I've also noticed that when mirroring/flipping, it doesn't mirror/flip the object's angle, so I'm thinking of a way to add that option.

    Haven't got around to implementing the repositioning pin actions either.

    This plugin is amazing, thank you!

    I only wish I discovered it earlier, it would have saved me many hours of work.

    no problem! glad it is useful.

  • No, I'm using a 9 year old laptop with core 2 duo. The asm version had some sagging, but it felt quickest (maybe it is less precise).

  • Does it help any if you recycle the sprites, brunopalermo ?

    Also have you disabled their collisions?

  • I tried the stress test to compare the 3, but didn't notice any major difference.

    All 3 peaked around 90% cpu and dipped to around 30 fps. I think the Asm was the smoothest/snappiest of the 3. Chipmunk seemed slowest but perhaps more sensitive due to more collision points being shown? So maybe it is performing more steps than the others?

    Anyways, it is nice to see another option available! I'll be interested in trying it out.

  • I have noticed that it improves performance for my games. I don't know exactly why. I'd be interested in finding out though.

  • What sort of game do you want to make?

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  • The particle emitters aren't that flexible. They are more useful for generic sort of particles. If you want more specific behaviors for your particles, you'll need to spawn them yourself and control their movement with events. One thing I do in this case is recycle particles, so that I don't keep creating and destroying them. I only create more if there are none available or if I have set a limit on the number. Then whenever a particle finishes its motion/behavior I move it offscreen and disable it. When I need it again, I take them from that pool of particles that is offscreen. I also disable their collisions if it isn't necessary to help improve performance.

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Prominent

Member since 28 Apr, 2012

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