turtle, your "bug" has been fixed for the next update. The problem was that I hadn't implemented that action, simple as that.
[Beta] Box2D Port
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Hey there, sorry for the lack of updates recently. I've been busy, and today was a very productive day.
There are two major improvements in this version, both related to joints:
- I didn't realize that some of the Quick Add Joint actions reverse the first and second body in the C++ version. Due to this, motor joint speeds were negated, which led to a silly workaround. All that is taken care of now. wesleyd, this means the bug you reported earlier has now been fixed for real
- Joint definitions have been implemented pretty much completely.
Due to this, the extension is much more powerful now. In the testbed, the Joints example now works 100% (Line joints didn't work properly) and Theo Jansen's Walker doesn't only not freeze anymore, but also works almost flawlessly. You can also drive around in that pretty red car now.
Known bugs:
- The dragging still doesn't work sometimes
- Collision callbacks are broken
- Obviously, a lot isn't implemented yet
Here's the latest build:
Please login to see this link.And the latest build of the testbed:
Please login to see this link.
Working: Building Blocks, Joints, Bullets, Theo Jansen's Walker, Buoyancy, Custom Gravity, Gravity Controller, Car Test -
Sexcellent!
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Great! your effort is greatly appreciated, Looki!
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Awesome update.
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I say tears...
Marv
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I have not tested yet but this sounds like a great update, thanks Looki
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Thank you Looki It works now
Thank you very muchy :D.I actually had a workaround where I place blocks blocking the max and min angle but with this update I can do it the the original way
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Where can I get the source for that latest flash testbed?
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I think you will need to PM Looki for the source.
Marv
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The testbed is the mfa that is included with the main physics object (for the exe runtime). For me the path is -
\Multimedia Fusion Developer 2\Examples\Box2D\Testbed.mfa
It will probably be a modified version as that won't build without modifications so it would be nice if Looki posted the mfa.
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Yup. It's great for me to check compatibility between C++ and Flash and also shows a lot of Box2D's features.
EDIT: Well, actually, I had to modify it a bit. Basically you just have to remove all Overlay objects because it doesn'tt work in Flash. I think that's it. The debug drawing that can be seen in the "Building Blocks" example in the flash testbed works via the same action that is used in MMF - Start Debug Drawing in Overlay, however, as overlay address, you just pass zero. Then it will automatically draw the bodies etc. - But don't do this when you run it from MMF - it will crash the program (because it tries to write to an Overlay at address 0).
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Looki, are you going to post the mfa?
Thanks
Marv
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Sorry for the late answer... sure, actually, I'll prepare a new version of the testbed for the next build. A cleaner one.
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Thanks
Marv
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Hello,
in this SWF file: Please login to see this link.
you see two bugs. It contains a simple Box2D box:
Please login to see this link.
If you drag it around you see two shapes: the green one is a active object used as shape and the orange is the Box2D debug draw.When build as SWF, the active object rotates with integer degrees which looks blocky while the orange debug draw box rotates smooth like as mfa/exe.
Is this a bug in the Box2D object or in the Flash exporter and when he will be fixed?The other bug is known: if you turn the box 90° to the right the Drag&Drop is broken because the mouse sensitive area is now complete on the right side of the box.
Is there a estimated release date for the fix?edit1
Crazy, i added the condition:
-mouse over active: animation direction left (blue)
-mouse not over active: animation direction right (green)
and now th Drag&Drop works better.
Have a look:
Please login to see this link.edit2
The blocky rotation comes from MMF, in HWA it works fine. -
Hi, I will try to implement smooth rotations for you. Not sure if I can do it since MMF internally uses integers. I'm still clueless about the drag&drop bugs!
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Wow, thanks!
I hope, there is a way but it looks like only HWA can handle smooth rotations. Even with standard MMF exe it's integer although Box2D provides the angle values in floating point.
But Adobe Flash can do this with vector objects and bitmaps. Maybe it's possible somehow to use this functions. -
Any update on this extension
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Hi, do you think is it possible to port the extension for ios ?
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