Rhindon's Recent Forum Activity

  • Whiteclaws - I'll double-check the collision boxes, but since I did the click-Ctrl-drag-to-copy shortcut on the Layout, it should be the same dimensions for the box. The only thing I can think might be the case is the minute difference in the Y-axis positions for each instance...like, an extra fraction not accounted for in the Properties bar when the platform is highlighted.

    And I don't see how the rotate angle could be the case since I have them all set to Off. All my images are drawn as basic rectangle shapes, so no rotation was present at their conception.

    Now to check those collision boxes...

  • Okay, someone please explain this one to me...because I'm one confused puppy.

    I'm trying to set up a platform game using the Physics behavior to move the character around. I've created two instances of a long, flat surface, and they both rest on the same Y-axis value, maybe overlapping by a couple of pixels at their ends. Pending refinement to the movement mechanics, the character object is moving just fine.

    It's properties are set to:

    • Immoveable: No
    • Uses collision polygon
    • Prevent rotation: Yes
    • Density = 1
    • Friction = 0.5
    • Elasticity = 0
    • Linear damping = 0.6
    • Angular damping = 0
    • Bullet: No

    For the platform:

    • Immovable: Yes
    • Uses collision polygon
    • Prevent rotation: Yes
    • Density: 1
    • Friction: 0.75
    • Elasticity: 0
    • Linear damping: 0.6
    • Angular damping: 0
    • Bullet: No

    When moving left or right, I use the event Apply physics force +/- 20 at image point 0, with the image point being right in the middle of the sprite object.

    That's all the relevant stuff, I believe. So, with no rotations going on, the two instances of the platform being on the same Y-axis point, why is there a collision stopping my character from moving when it reaches the beginning edge of the second instance? It should be a continuous flat surface, right? But clearly it's catching on the corner/side of the second instance and unable to move forward.

    Anyone have any input, please? Thank you!

  • steveyaar - links aimed at promotion are removed outright, without notice, regardless of the user. So just don't post promotional links.

    Juuust to be clear... So a link to my video game development Facebook group would be considered promo? If so, then I'll surely not put it in my sig.

  • I'm all for 3D on C2. But I appreciate the simplicity of C2 first and foremost. It's hard enough for some of us novices just to get use to how to set things up without worrying about an extra dimension. For instance, I'm working on learning the Physics behaviors, and all these properties and fields that affect how the physics are applied is still a lot to absorb.

    I'm with Ashley on this one, for now. Let's stick to 2D...if only at least until the Scirra Bros get "all" the kinks worked out and all they have on their to-do list added. That may take some time, obviously. The reason I think this would be good is because it's no good going into three dimensions when all conceivable and necessary aspects aren't rock-solid yet. What would it take to arrive at that point? Heck if I know, but that foundation is needed.

    I am, however, eager to see some implementation of scaling and 2D image warping features (image warping could help me to create a faux-3D box I was trying to make...too complicated for my own head to explain).

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  • CrudeMik - I'm still learning a great deal here, and audio is definitely NOT my specialty. However, I have just a hunch that part of the deal is because it's all set to On start of layout. Something tells me that's part of the conundrum. While it's working for one emitter, even though you have the For each going, the layout has since already started...come and gone. (The green arrow of the event, as I'm sure you clearly know already, signifies it's waiting for a singular, specific instance of that event...the start. Can't have multiple starts, per se. Certainly not of the layout. ... Er, correct me if I'm wrong.)

    Since it's working for one emitter, I'm guessing you just need to set it up so it's a different event that isn't looking for a one-time occurrence.

    I really don't know, but I hope that helps somehow. Hopefully this will help me learn something, too, once you find the solution.

  • Ashley - LOL I'm messing around with the Physics - distance joint.capx example (I presume you set this one up) that you referred to in your tutorial, and I'm levitating the cog to make the HTML5 shield "jump rope" around it. Man, I'm having a blast. (Us crazy Yanks, eh? LOL)

    I really appreciate how much work you and your brother have put into this. It means more than I can say (without getting ridiculously long-winded).

    I've recently learned about a program code called Corona that, as I understand it, is similar to Java, but easier in a sense. I aim to look into in the future as my programming skills grow because I want to have at least working familiarity with different languages as I pursue my loftier dreams. But you can be sure that C2 is going to hold a special place in my gaming heart - not to sound too sentimental about it. lol Just...wow. I'm GRATEFUL. So VERY grateful. Thank you both (and you, too, Kyatric!) for all your amazing work. I really do hope the God of Heaven blesses you tremendously (I'm a Christian...I don't throw that out lightly ;) ).

  • Kyatric - *forehead-palm followed by dragging my hand down my face for an extended facepalm* How long have I been here now and I didn't think to look at the tutorials this time?? Thank you, sir! I'll check those out now.

  • Maybe it's because of my tendency to be detail-oriented and perfectionistic, but it's taking me much longer. I can get side-tracked from my original task at hand all so I can learn as much as possible about another feature in C2! So what MIGHT have taken me a matter of hours has...er...taken me several weeks. LOL But yes, I'm with you on the praise. C2 just has a way of making development actually ACCESSIBLE to your average gamer.

  • This is a help request particularly for ramones because he helped silkc2 resolve an issue for a physics-based bridge-making program. HOWEVER! Obviously there are many of you who understand the physics behavior, so please feel free to chime in!

    What I need is a "for dummies" explanation of the Physics behavior, in particularly, the Revolute Joints. I've read the manual but it doesn't do much to explain exactly how to put it together.

    As a stepping stone for a larger project I'm working on, I'm working on a test program to learn more about Physics. The set-up is that there is a single sprite - a dot - on the screen. When the mouse arrow touches the dot, from whichever point on the dot's circumference, a new dot instance will appear at the very point of mouse-over-dot contact. Thus, the two instances will touch at their respective edges where the mouse originally touched the first instance. (To prevent further complications, I set it so that each instance can only create one new copy of itself one time, requiring an instance variable.)

    So far, I figure that a Revolute Joint is the best choice, but I'm not for certain. I've also considered a Distance Joint...but that one's even more complicated (and I could use someone to explain each part of it to me, too).

    Rather than JUST giving me all the answers, of course, I welcome someone walking me THROUGH it. Thank you so much!

  • Well, actually, I didn't do much - I'm still learning MUCH about C2, too, and am not focusing on smartphone apps right now.

    Though it's ALWAYS a good idea to include a .capx file. Personally, I have a folder for my games set up specifically for .capx files that I need to share for feedback and help. What I do is name the instance of that file by the game's name, a dash, then a BRIEF description of the problem I'm trying to solve. (For instance, my game's name is "Mr Stick", and I'm having trouble getting him to run one way, then have the animation change to match his change in direction when I go to the left. The .capx file name would be something like MrStick-RunDirectionAnimationChange.) This is all to help with organization.

    Not sure just how deep you've already gotten with C2, but I ALSO recommend you save after virtually EVERY edit...every little change. The reason is because if C2 crashes or some other problem interrupts your progress, it's going to be fury-flaming-eyeballs when you get something to work and lose it all suddenly - it's happened to me!

    Hope that all helps keep things running smoothly!

  • I have started a Facebook group with ArcadEd called Xion Developers. It is a forum for those who aspire to take their Christian faith into the multi-media world of video games.

    X.D. will serve as a hub for Christian fellowship while supporting and seeking help from each other in all areas of game development (much like what already happens here with C2, but not just C2), including such areas as programming, directing, art & animation, music, and more. The idea is to help people connect with others and fill roles we can't do alone (1 Corinthians 12:12-31).

    As X.D. grows, so, too, will the resources. For instance, along with citing Construct 2 as one of the game editors, one new member added a reference for Corona, another game editing possibility. For the artists, there's the obvious Photoshop, but many more exist. And we'll include sources for things relating to music, too! This is just the start.

    Xion Developers is a Christian-oriented group and will operate as such, but non-Christians will not be denied access so long as those here who hold to Christ as their Savior and the Bible as the Word of God are respected. In fact, non-Christians are wholly welcomed! <img src="smileys/smiley4.gif" border="0" align="middle"> Likewise, Christians are to be an example of Christ's heart for the lost (remember you were once lost, yourself!) and to show kindness at all times.

    X.D. is not to be a forum for debate. (Both Christian and non-Christian individuals are liable for their behavior and attitude and are not except from being removed from the group.) Emphasis will be on all areas of game making with a framework mindset of Christian principles.

    Best of all: it's free! (Like I could charge for it on Facebook anyway.)

    Of course, there's no promise of any kind that you'll find people to team with or that your projects will find success. This is, after all, just a meeting ground for Christians who want to come together in their faith and interests.

    God bless and happy game making!

    -- Michael Samuel Miller Jr

    Admin and Founder

  • What linkman2004 said. :)

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Rhindon

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