Colludium's Recent Forum Activity

  • WackyToaster - thanks - it'll be a little while yet as I trawl through the normal physics actions etc. I'm currently creating all of the joint methods and some of the LFJS library is lacking, so my cpp skills are now above zero...!

    mekonbekon - Thanks! That video is a good demo of how to get a water effect with a normal physics library. With LFJS, 1,000s of particles easily support 60 fps, so smaller circle sizes are easily possible. And, of course, the same Alpha Clamp effect can be used if you want. With LFJS you can also change the particle type: for example: water, spring, viscous, elastic, powder, etc. Each of those have unique characteristics within the engine.

    Here's an example of the LFJS icon demo but using Tensile particles (mimics surface tension):

  • So, I've managed to make the particle creation events play nicely with particle group creation. Initially I thought that each shape would be a separate particle group (ie quite limiting). But now, thanks to some good information hidden away on the interweb, the plugin can create different particle shapes with different display sprites all in the same group.... and you can make the group rigid!

  • Thanks !

    Minor update: Build has been updated to allow webassembly memory growth.

    Mind. Blown. Performance is now similar to that of the standard C3 Physics plugin (which is far better than the old asm.js performance from my old box2d+ behavior). Today's been a day for code tidying and general housekeeping - so my sleeves are rolled up and it's time to do some more Liquidfun project editing/building.

  • Thanks WackyToaster!

    Update: added 'Assimilate' joints. Weld joints are flexible and if you attach more than a couple of objects together then visible flexing takes place; this is a feature of box2d. So, LFJS now lets other objects become assimilated as fixtures within a parent object.

    All of the small boxes in this example are fixtures to one box in the group that is the parent object.

  • Emscripten + swearing = the plugin can now create a particle group by taking the shape of a sprite's collision polygon. In truth, making the polygon for this demo was almost harder than doing the coding...

  • Thanks Mikal & newt,

    The liquifun.js file (which includes a webassembly element) is 475kb. So far the whole plugin weights at just under 700 kb.

  • Liquidfun JavaScript (LFJS) is a physics behavior based on Box2D v2.3.0 with added particle effects by Google (original source code from here).

    Demo: here

    Available on itch.io.

    Known bugs:

    Variable framerate and particles

    Particle y position and many create/destroy particles

    Tagged:

  • deleted

  • Hi there,

    I've been tinkering with the sdk and noticed that

    this._inst.HasTilemap()
    

    unexpectedly returns false in the PostCreate() function. Is there another way of determining if an object is a tilemap during PostCreate()? I'm thinking of using

    this._inst.GetPlugin()._isRotatable
    

    but it feels a bit hacky. Thanks.

  • Hi - yes - with a control input of left or right, the dash action permits acceleration to a higher maximum speed (ie if you don't keep control left/right then nothing will happen).

    - try using Visual Studio Debug - Attach to Process [ctrl-alt-p] and select the running Construct2.exe. If there is a crash, the report should be more comprehensive.

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  • Updated to v3.5. Bugfix: dash accel wasn't working correctly.

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Colludium

Member since 26 Aug, 2013

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