Colludium's Recent Forum Activity

  • So..... I think I'm done! As in really finished!

    60 levels have been completed in themed 'chapters' of 12... some artwork has been updated, some music has been created, and lots and lots of lessons have been learned.

    Here's a link to a demo version of the game here: Newgrounds link, which gives you access to the first 14 levels of the game. Please have a go, vote how you feel and share if you think it's worth it. The game is for sale on itch.io and will also be available on a couple of other sites over the next week or so.

    Regarding Steam and the Green Light hurdle, I don't have the following (or time around my day job) to engage properly in that community to nurture a Steam following, so we'll see if the Green Light process is ever successful....

  • Good idea to add some pressure so this doesn't sit on a back burner indefinitely....

  • Happy to .

  • Thanks Ashley - it makes sense to have the option to affix a joint to the CG.

  • Rhindon, maths, trigonometry and engineering physics are my forte - but not when I'm tired LOL - which is why I love C2 because I'm also, it seems, unable to learn how to code effectively (and I've tried - I just don't have the patience / aptitude!).

    Why the square root? What is the meaning of the maths here? LOL

    All I was doing was applying Pythagoras' Theorem to the data from the physics behavior. It's a fancy way of saying that I took the velocityX and velocityY values from the physics behavior and added them together to determine the overall velocity of the object. They can't just be added together, though, they need to be squared before they are added - by taking the square root of that sum it allowed me to work with a pixels per second value, which is easier on my brain, although not strictly necessary. This explanation does a better job than I can to explain how it works, if you're interested!

    Also, what is an "arccosine". Even in my brief time in Trig/Calc in high school, I do not recall ever learning about this.

    The arccosine of an angle is simply the inverse of the cosine of an angle. LOL - I must have been tired when I put that example together - luckily I stopped trying to calculate whatever it is I was thinking of by using that equation. It simply won't work - if the velocityY is zero it will return NaN.... Oh well... I'll go and edit it out of the original - the shame!!

    The correct equation would have been: velocity angle = arccos( velocityX / sqrt(velocityX^2 + velocityY^2) )

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  • Everade, Ashley - thanks for the re-education and apologies for the duff report.

  • Problem Description

    When creating a revolute joint around a sprite's imagepoint(x) the physics engine does not always pick the correct place for the joint pivot point.

    Attach a Capx

    [attachment=0:26flhgi7][/attachment:26flhgi7]

    Description of Capx

    The capx contains 2 physics sprites. Instance Sprite is an immovable object with 2 image points: 0 on the left edge and 1 on the right edge. Sprite2 is a movable physics object. On start of layout, one Sprite is picked by UID to create a revolute joint to each of the 2 Sprite2 objects from one of its image points (these are chosen by UID as well). When you run the layout, it is apparent that one of the Sprite objects is not jointed to the correct position of image point 0.

    Steps to Reproduce Bug

    • Run the layout
    • Observe the action of the Sprite2 objects

    Observed Result

    As described above - one instance of Sprite2 appears to be pivot jointed to the center of Sprite rather than to the left edge.

    Expected Result

    The joint should be created to the correct (and not imaginary) image point.

    Affected Browsers

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

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r195 64 bit

  • Great work here - very impressive and worthy of a lot of respect! I hope you make a well-deserved mint out of this venture!!

  • Problem Description

    When picking an instance of a physics object (by Pick by UID) and then disabling collision of that object with another physics object, a different instance also has its collision filtering incorrectly altered.

    Attach a Capx

    [attachment=0:nfsr7853][/attachment:nfsr7853]

    Description of Capx

    There are a few instances of one sprite on screen - all immovable physics objects. There is also another circular 'wheel' object that falls and bounces on the immovable objects. When the wheel Y position exceeds a certain value, one instance of the immovable objects is picked by UID and its collision filter is altered to disable collisions with the wheel. To indicate when this happens and which instance has been picked, the immovable object changes animation frame.

    If you select asm.js and then run in asm.js or box 2d then the problem is not apparent - you have to run this in box 2d without making any physics engine type selections....

    Edit - it seems a bit more fragile than my first assumption here. Sometimes it works... sometimes it doesn't work... The asm.js might be a red herring...

    Steps to Reproduce Bug

    • Run the layout
    • Observe the result

    Observed Result

    The vertical immovable object changes color to indicate that it has been picked for the collision filter change. However, after bouncing on a different instance of the immovable sprite object, the wheel then falls through the 'floor' - a third instance of the immovable sprite - even though it was not picked for collision filter change and it did not have its animation frame altered to indicate such a change.

    Expected Result

    The wheel should be able to collide with all instances of the immovable object that have not been picked by UID to have their collision filtering altered.

    Affected Browsers

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

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r195 x64

  • Thanks mepis - will do. A couple more weeks - perhaps a month max (for itch - maybe a year to infinity for Steam LOL!).

    Here's a screen shot from the new chapter...

  • OK, a quick progress update. I've decided on a theme for the next few levels - which will take the final total up to 60...!! I'll post some screen shots and maybe a video in a few days, once I'm happy with the 'art'.

    The Steam Green Light process wasn't too hard to set up and I'm not getting flamed (too much!) by the voters. Time will tell...

    I expect to have this released on itch.io and, if they will ever approve my developer account, Indie Game Stand as well. I'm also going to look into a demo and a pay version for Kongregate - it's been a while since I've been over there so I'm going to have to do some reading...

    Anyway, enough procrastination, back to drawing rockets...

  • If you're looking for an object to sit on another's imagepoint (like the demo), then I would recommend using something from the master's repository: Rex's Pin to ImagePoint plugin.

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Colludium

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