TackerTacker's Forum Posts

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    So the new C3 logo has a triangle to represent the 3 huh ?

    ... is that a hint at polygons ?

    ...does that mean C3 will be 3D ?

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  • "sometimes people need them sooner than we provide them"

    The problem is that no one knows when sooner or later is.

    We dont even know if Scirra is working on it, will ever work on it or has even heared of problem x y.

    It would be really great to know what is worked on and whats in the queue not only for c2 but also for the website the learning resources etc.

    It doesn't have to be maintained only by Scirra either, we are a great helpfull community here and there are plenty of people around that would help maintaining a Trello page for example.

    Godot has a trello roadmap https://trello.com/b/Vl7OgSuq/godot-engine-2-1

    Unreal Engine 4 has a trello roadmap https://trello.com/b/gHooNW9I/ue4-roadmap

    Unity has a roadmap https://unity3d.com/de/unity/roadmap

    There is probably something like this in place internally to keep track of what has to be done but it would make a big difference if it was open for the c2 community

  • I had this issue multiple times too and didn't know how to report it either, but i think it has something to do with webgl effects combined with the sprite font object.

    Try to fix it by deleting the webgl fx from the sprite font, save, close and reopen the project and if that fixed it try to re-add the fx.

  • donotsecret you have to "update" the region, they didn't update the example .capx after updating the plugin.

    Should work after that.

  • Savvy001 you can also split every tile in the array into 4 tiles in a new array and get 2 wide hallways this way.

    It also has the neat side effect that you only need 9 tiles in your tileset for the walls because it always creates tiles that have at least 2 neighbors.

  • R0J0hound This is a really cool example, but its unfortunately pretty heavy on the performance

    and it doesn't work with tilemaps without crerating lots of extra collision boxes.

    I was trying to achive a similar results with this raycasting plugin.

    The benefit would be that it works with tilemaps and i guess it would be faster than an event sheet only version?!?!

    Here is a capx of what i've tried so far.

    My biggest problem is that i dont know in what direction i should shoot the ray to get the walls normal.

    another thing is that i dont know how to calculate at what speed the player would slide along the wall?

    It would be awesome if you could take a look at the .capx and give me a hint in the right direction.

  • I create a different event sheet for each object with roughly the same structure.

    I put the global variables that belong to this object at first, followed by a "startup group" whith all the stuff that has to be done with this object on start of layout or on creation

    after that comes a movement group if its not static, followed by animation group etc.

    I then include all the event sheets in a maingame eventsheet.

    I also have a WIP (work in progress) event sheet where i can test new features and be messy with my code, once i feel the feature is complete and works how i want it to i can go ahead and transfer it all nice and clean over to the real codebase.

    Also, use functions, functions, functions and if it's possible try to use local variables inside the function not globals outside.

    that has not only the advantage that you dont have to reset the variables all the time,

    but it also makes it easyer to copy the whole function from one place to another ...even from one c2 project to another

    and you can use the same name for local variables over and over, that makes it easyer to pick names that make sense.

    there's a bunch more, but thats what came to my mind right now,

    cheers.

  • Hmm, ok.. so the wheel should spin and move the unicycle or no?

    The frame should only change its rotation, but not affect the wheel?

    If thats the case then maybe dont use the physic behavior on the frame but pin it.

    if you want physic on the frame hmmm idk ... maybe set the frames density to nearly 0 or make the wheel super havy so it doesnt get affected so much?!?!

    The thing is as long as both are physic objects and they are attached to each other they will always interact with each other... that's the point of the physics behavior :/

    Maybe you could pin a sprite with physic behavior to the wheel, set immovable to yes, make it invisible and attach the frame with an revolute joint to that invisible sprite?!?!

  • oh and if you just want the wheel to spin you can do

    torque -1000 to move left

    torque 1000 to move right

    all the numbers depent on your physic settings of course.

    If you work with torque you should play with the friction of your wheel

  • try applying force to the center of the wheel with a little offset on X like ...

    force 50 towards (self.X-10,self.Y) at imgpoint 0 for it to go left

    force 50 towards (self.X+10,self.Y) at imgpoint 0 for it to go right

    ...is that what you want?

  • Its difficult to help without seeing the actual setup of your physic objects,

    but it may helps to play arround with angular and linear dumping to make it easyer to balance the unicycle regardless of the setup.

  • another way is to use the pin behavior and pin the yellow circle to the player.

    Everytime you are moving the circle on its own you disable the pin > do what ever movement you want > and repin it.

    something like this

  • Unfortunatly Controller Feedback isn't supportet in C2.

    Here is a statment from Ashley:

  • Check out the basic Top-Down tutorial https://www.scirra.com/tutorials/405/ho ... onstruct-2

  • You can also check out the beginners guid tutorial https://www.scirra.com/tutorials/37/beg ... onstruct-2