Revolute joint breaks when property changes

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Post » Mon Oct 24, 2011 11:29 pm

Hi there,

Using Construct 2, version 64 on Windows 7.

In a marble run game I made a trapdoor connected on top with a revolute joint. The trapdoor is set to immovable. When I set it to movable (open the door to let the marbles run) the door falls down... The revolute joint also breaks when changing an other physics property on event.

Another strange thing (sorry for posting 2 problems at once) is that at runtime a sprite rotates around its center, even when the pivot point (image origin) is set to the left or right. In the editor it rotates correct when setting angle.

You can see it in this file:

http://dl.dropbox.com/u/40006679/trapdoor_problems.capx

with kind regards,

Jeroen

P.S. it is enormous fun to play around with Construct !
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Post » Tue Oct 25, 2011 1:35 am

I've had a play around and can confirm what Jeroen is saying. If the door is set to immobile = no in the Physics behaviour propertie then the door swings at it should, but setting immobile = yes in properties then setting the door physics to movable in the event sheet does indeed lose the joint and the door just falls down.Nickydude2011-10-25 01:36:47
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Post » Tue Oct 25, 2011 2:53 am

[QUOTE=Jeroen]When I set it to movable (open the door to let the marbles run) the door falls down...[/QUOTE]

When setting a joint, it's permanent, but I needed to break a joint and couldn't find a way how to do it. Now it works, so thank you for finding that bug
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Post » Tue Oct 25, 2011 9:42 am

@Noga, I wouldn't rely on it, hopefully it will be fixed in a future build!
Scirra Founder
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Post » Tue Oct 25, 2011 9:57 am

Hello Ashley,

Does 'hopefully' mean it is a difficult problem or that it is not very important?
I solved it in my game by placing a 'rock' against the trapdoor so I can lock and unlock the door, but it looks like a Fred Flintstone solution.

May I repeat my other question: how can I change the pivot point when setting angle at runtime?

Regards,

Jeroen
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Post » Tue Oct 25, 2011 11:06 am

[QUOTE=Ashley] @Noga, I wouldn't rely on it, hopefully it will be fixed in a future build![/QUOTE]

Could you also add to the build an action to detach a joint?
And you may want to look into the pin behavior. In my example, I've tried to attach/detach physics objects, it's worked perfectly when I added the new pin behavior, but when an object was pinned, it has lost it's collisions with other physics objects.
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Post » Tue Oct 25, 2011 11:13 am

[QUOTE=Jeroen]Does 'hopefully' mean it is a difficult problem or that it is not very important?[/QUOTE]
It means I haven't properly investigated this bug report yet - physics integration with the rest of Construct 2's features is tricky. For example Physics objects naturally want to rotate around their center of mass, but if the origin is off-center, Construct 2 wants to rotate it around its origin. That conflict obviously isn't being properly resolved. I'm really busy at the moment so I'm sorry I can't give you a better answer but it's best to give bug reports a week or two to get properly investigated, and when I do that I'll give the full details on what will be done.
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Post » Tue Oct 25, 2011 11:51 am

Take your time, Ashley. Looking at all your posts and the speed at which new versions 'spawn' I can see you are very busy. For me as a end user it is stimulating to know there is a lot of activity developing the program. Hope your company will be very succesfull.

(Waiting for a requested change in my Paypal account to prove my support).
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