AnD4D's Recent Forum Activity

  • Hi all,

    trying to connect a character together with revolute joints, but I can't seem to get it working. I have put the image points at the locations I want to connect, and I'm telling the objects to move to the correct position, and then connect the objects to the points.

    Click here to CAPX

    Doesn't matter which order I do this in, the objects just seem to move around by either a central location, or get tied up.

    I seem to recall seeing a new option that allows you to disable physic collisions.

    I'm very tired atm, so sorry if it's difficult to understand what I'm talking about.

    Thanks in advance!

  • Do we have per pixel collision yet? That would be *drool*...

  • I'm not sure how that would work... some of the items I need to control will be 'chained', attached or linked in some way to other objects. I would have to have an event setting the animation frame at start, wouldn't I?

    Suppose it could work... but again I'd have a lot of events which I'm trying to cut down on.

  • I see... families also doesn't work with physics.

    http://dl.dropbox.com/u/50465867/GravTest.capx

    I wanted to set it up so if an object touches another one, it would swap control to that one... but instead of the 'move forward' that is currently set up, it would use forces with physics.

    Am I going to have to wait a bit longer for the additional feature?

  • Thanks for replying smitchell!

    I'm talking about potentially hundreds of different objects. Is it possible to set it up this way? Will I have to set up events for every single item?

    If sprite1.boolean1 = true - activate control

    If sprite2.boolean1 = true - activate control

    etc,etc,etc

    Can families have variables? The option is there, but it's always inaccessible.

  • Thanks Yann, but that doesn't seem to work with families. If I have lots of different items all in the same family, I want to have the code:

    If family collide with family, toggle 'controlled'

    but it doesn't look like it works just yet. I would have thought I'd see all of the variables that appear within the sprites in the family.

  • Also, another quick question... how does families instance variables work? I can't seem to set any...

  • Hi guys!

    Just wondering if there's a way for an item to change families during runtime.

    Say for example I want a circle to move around the screen and bump into another circle... the player would then lose control of the first, and start controlling the second. I could do this with 1 or two, but say I want to be able to do this with hundreds of circles. I would have a code that reads:

    If family.control touches family.noControl then change family.control to family.noControl and change family.noControl to family.control.

    Hmm... confused myself there. In any case. Anybody got an idea on whether this is possible, and if so, care to share how?

    I can figure out how to have the objects take control of one another like a zombie mode (touch gives player control over additional objects until you're controlling all 100), but I do not know how to have it so you only control 1 at a time.

  • Wish we had this feature... but I don't think we do yet.

    I'd like it if we could have physics objects with a certain var only effect others with the same type...

  • Nope, that's what I see too! The one I put together was just a quick one. My first attempt was a lot slower and more obvious.

    Sooo... does this count as a bug again? Wonder how that snuck back in!

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  • Hi Kyatric,

    In my example, I wanted it to shrink whenever it collides, so it's correct the way it works. What I didn't want was the physics to stop.

    I'm pretty sure I'm up to date... at work (lunch... :p) ATM, so I can't check, but I'm pretty sure it's the latest version... I recall having families.

  • http://dl.dropbox.com/u/50465867/WeirdShrink.capx

    An example I quickly pulled together, just to show what I mean. Should it stop in mid-air like that?

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AnD4D

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