Colludium's Recent Forum Activity

  • You need liquid particles and kinematic bodies - hold on a short while for my Liquidfun JavaScript (LFJS) behavior... :D

  • I'm using Chrome Canary at present, so if I have to clear my cache then it affects nothing in normal Chrome. I've also tried Firefox and Opera in the past - the latter is pretty good as well.

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  • Hi. The isOnFloor returns true even if the behavior is disabled because there is no isEnabled check in the condition. dop2000 has correctly described how the isOnFloor will only return true if the player is exactly just above the floor object (inside the floor makes the plugin think that the player is stuck inside something and it then returns false).

  • It's like a ray cast, but the ray is as wide as the player is tall...

  • It's not possible, but you could pin a hidden object and reference its position.

  • Blast it! the plugin is (was) almost complete, but I made a mistake. Obtaining joint pointers is not compatible with game save because all recreated joints have different pointer numbers compared to before the save event (so all event references to them won't work). I should have realized this before. Time for some editing to add a joint tag system, and hopefully nothing will break...

    Then there are only a couple of actions to add and we're ready to roll out the beta!

  • This is normal for Box2D and nothing to be concerned about. There is no work-around: it's part of Box2D...

  • It's how Box2D code is written.

    In Box2D, when a body is created it's m_flags variable is set so that the e_awakeFlag bit is 1 (ie IsAwake returns true). During the Box2D world step (b2Island::Solve), the engine steps over static any objects and never hides the e_awakeFlag bit, even though the static objects never move.

  • That´s what I´m looking for. Awesome!

    Great!

  • Thanks Mikal,

    Thanks WackyToaster - and to answer your question: if I understand that other thread correctly, you're asking about collision filtering for non-physics objects? For LFJS, I'm trying to make an-almost-complete port of Box2D with Liquidfun - at least as complete as it can be when accessed through C3 (and later for C2). So the collision filtering in LFJS will have no effect on anything that is not inside LFJS. So maybe 'no'.

    However, if you're interested in a Physics alternative with bespoke collision filtering then: yes, LFJS will have full Box2D collision filtering via Collision Mask, Collision Filter and Collision Index. It will also include a Pre-Solve trigger where you will be able to enable/disable a particular collision that the filters don't cover (If you're that way inclined!). Does that answer your question?

  • ...and here are the Expressions:

    Now to start the conditions... ugh... ;)

  • Quick update - here are screen grabs of the Actions:

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Colludium

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