Liberador's Forum Posts

  • Hmm good question. The bullet setting adds more steps in the physics engine, so it's probably simply that more steps = more chances that when the collision triggers in Construct there also happens to be a collision in the physics engine.

    That makes sense.

    Without trying I'd suspect though that it's still not 100% reliant because the physics engine treats the shape as a perfect circle whereas Construct just uses the collision poly.

    No, it is not 100% reliant.

  • In any case, in addition to setting a high value in the "Jump sustain" field, you would only have to replace the "On key pressed" with the "Key is down" condition for the jump:

  • I just discovered that, curiously, the result improves considerably when I simply check the "Bullet" box in the Physics behavior of the balls:

    Maybe some expert knows why.

  • I assume you are using the Platform behavior.

    Set a very high value (eg: 10000000) in this text field:

  • Thanks everyone for your replies.

    every tick:
    -- signal "nextFrame"
    
    Ball1: collides with Ball2
    -- wait on signal "nextFrame"
    -- ... get contact info

    R0J0hound This fails sometimes.

    Ball1.Physics.ContactCount>0

    R0J0hound This seems to work fine. Thanks.

    WackyToaster Thanks for the idea.

  • It never works for me, in any game.

    Here's a very simple project isolating the problem: fileport.io/4YaDKypQ3nKh

    Check it and you will see that those three Physics expressions almost never work.

  • When the colliding sprites have the "Physics" behavior, are not immovable and their collision mask is set to "Circle", these three expressions do not work because their value is always 0:

  • You could, simply, check the distance between the center of both objects.

  • You can easily do it with any decent graphics editor:

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  • Since each grid cell is a sprite, you can use this sprite to create grids (boards) as large or as small as you like, and the game will still run fine. This way, you can create different levels, some easier and some more difficult for the player.

  • 1. The collision polygon should always be a little smaller than the piece, this is important:

    2. The Image Point 1 should always be set to "Top Left":

    3. As your new blue piece is made with 5 imaginary squares, you must type this number in its Tag field in the Animations Editor:

    Then, the game works fine: fileport.io/zaYm3FUrp5AA

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  • Download the improved version and try it again: drive.google.com/file/d/1igUgYI5vyz4IlcVJhc0zSlyaFBHnGYTy/view

    All the pieces are made with imaginary squares of 80x80 pixels:

  • MessMess Thanks.

  • Nope. Everything is purged, and then there’s a rush of users reposting their old suggestions, hoping they’ll stand out and get a few votes while the list is fresh. Then others start reposting suggestions they liked from the previous year. Then the original authors return to find their ideas already re-posted — sometimes in a less detailed or lower-quality form.

    Really? This seems like a calamity to me.

    We've seen this cycle repeating every year. It’s clear that this system has significant flaws.

    Without a doubt.

    Implementing a 12-month expiry period for posts and automatically removing those that haven’t received, say, 20 votes within that time frame could be a simple and effective solution.

    Totally agree.

  • Game improved. More types of pieces:

    The game is now more challenging, fun and interesting. Can you complete the level?

    Play it here: construct.net/en/free-online-games/puzzle-game-72019/play