Colludium's Recent Forum Activity

  • Hi rraffo - Thanks for your interest. The license is for one developer with no limit on the number of games. There are 39 examples / demos included in the download (separate free download from the itch page). All of the examples have comments and notes, so I hope that they make sense. If you can use the standard Physics and/or understand Box2D then I hope it will seem logical.

    Hi winkr7 - If you download the c3p demos from the itch page then the ones you are looking for are all named as "Particles" and then a description of the contents / demo. The basic particle system control design requires you to assign an object as a particle controller (in the editor properties: body type - particle system). You then assign a particle sprite (to display each particle) to that controller in an action. All of the other actions to create particle groups etc for a particle system are made through that controller. Each controller is a separate system, and each system cannot interact (limit of Liquidfun). The demo/examples should help - if you get stuck, just let me know (I hope the examples make it clear what you need to do).

    This is some good background reading, even though it's geared towards coders, because it shows you how google designed the particle element into Box2D. link to liquidfun

  • Update: v1.0.0.5

    Fixed a type-o in a particle system settings action.

  • Mikal - the only adjustment you can make is to the Spring / Elastic force, which is global. There is no way to freeze or capture the current length and make it default for individual particle triads.

  • Mikal - great demo!

    I think that 3d example uses real time mesh deformation to edit the shape of rigid bodies.

    For particle groups, I can't think of a way of actually deforming an elastic group by adjusting the particle joint strengths and/or lengths. When the group is created the particles are created in an even spread and bonded to their neighbours in pairs and triads. The engine then tries to maintain neighbour positions by using the Elastic Strength or Spring Strength system values to attract them towards each other. You can edit those system values but they are global, so it's not possible for the connections on each particle to be edited individually.

    To change the shape of an elastic group on collision, I think you're limited to deleting the particles at the impact site (via circle, aabb or shape query).

  • Tombas - that is awesome! I hope the conversion is not complicated and you enjoy the new features.

  • newt - Which behaviors would you be interested in directly loading this way? The game-save jsons only contain obscure numerical editor references to the object's behaviors (editor id number) - so the only way to identify a particular behavior in this plugin would be by checking the names of the saved keys. I don't think I have it in me to figure them out for all of the possible behaviors due to a mild lack of interest, but if there are one or two that are worth supporting then I'll give them a look.

  • Hi Tombas - This is a totally new plugin, built from scratch with a version of Liquidfun that I modified myself using Emscripten. When I made Box2D+ I made a bunch of mistakes and poor decisions that became part of the internal workings, all of which I avoided this time around - so LFJS is much tidier and more efficient internally (it contains all of the Box2D+ features and more, apart from the image-alpha-scan-to-shape functions). It will only work in Construct 3 using the c3 runtime - are you looking to migrate over from c2 or have you already made the move? I was considering making a version for c2 a while ago but it would involve a lot of hard work - because c2 is the legacy software, right now I don't feel it's worth the effort.

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  • -deleted-

    But if I actually delete this post then the other copied post also disappears...

  • Ashley - Thanks, I just wanted to make sure that I hadn't missed something obvious in the manual. If this were possible then a behavior could allow an object's saved-state to be loaded into it during edit time (move the object's position / set its size and rotation, load a tilemap's tile setup, etc). Not a major feature, but something that was being discussed elsewhere in the forum.

  • newt - Editor hooks would be amazing but I don't see any progress in that direction by the team, so I expect it will be a long way off, if it ever happens.

    This loader plugin will support the standard behaviors, so now I've done a basic save for the main objects I now have to experiment with each one to learn its specifics... This'll take me a few days and I'll post a progress report when I'm done.

  • This State Loader behavior allows you to paste-in json strings of a saved object to override the object's initial parameters at layout start time. It works with Sprites, Particles, TiledBackgrounds and Tilemaps. Unfortunately I don't believe it is possible (yet?) for the layout editor properties to be changed at edit time, so there is no update of object position etc in the editor.

    Additional feature. As I tinkered with tilemap I thought it would be useful to add support for a Tiled tilemap json save. Any compression option is acceptable, and (as above) the tilemap will be updated at the start of the layout.

    Properties:

    State Json: the object save as.json string.

    Set world state: choose whether the world info parameters should be loaded (position, angle, etc).

    Set runtime state: choose if the runtime parameters should be loaded (frame, particles, etc).

    Tilemap tiles json. Load the tilesJSON from a save of tile status.

    Tiled json. Load a Tiled output json (multi-layers compatible).

    Tiled layer name. The name of the layer to load into the tilemap object.

    I've also added an action so that Tiled json strings and/or alternative layer names can be set during runtime. Final bug testing is ongoing and this should be ready very soon.

  • Mikal - I love that example! I feel inspired to make something using my own plugin!!

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Colludium

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