I sent ardent a message about maybe getting a small beta team back online. There are several of us who know how to test and provide proper feedback and are reliable testers.
@adent42 said: @Hopscotch center of mass basically changes the rotation point of an actor.
Thank you, yes this is what I would assume.
However, changing the center of mass has NO effect. Rotation point is unaffected, it stays the center of the actor.
If you happen to change the center of mass, AND set an Angular Velocity in the properties panel, then this translates into an additional linear velocity, rotated by -90 deg.
This may be an issue related to tags. First shot is of a new project created in 1.23.1 notice I have a tag behavior and it is turned off. When I save and open it up in 1.24 the tag behavior is gone completely.
my attributes panel doesn't show up some of the time...there's a lot of bugs in this update. I'd wait, GS Users, to upgrade.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
I'm probably going to hold off on updating until the bugs have been worked out. The projects I'm currently working on include a lot of square collisions and it seems GS is having some issues at the moment.
A team of testers may have been nice so the bugs were worked out. Maybe the nightly builds should begin again?
Anyhow, thanks GS team for giving us this awesome new feature! Can't wait to play around with it!
At the moment it seems to give an actor an initial linear velocity, with X and Y coords swapped.
e.g. a center of mass of X=-100,Y=0 and scene gravity, will start the actor off traveling up (positive Y direction) until gravity takes over.
UPDATE:
Seems to be related to the rotation of the actor, in some way. Does not correlate to its actual rotation or whatever "Relative to" is set to. But it displays this strange behavior consistently if an Angular Velocity is set.
COM defines the point where the actor will rotate around. x=0, y=0 is the center of the actor.
So to improve performance we disabled what is known as "continuous collision", which is used to help prevent fast moving objects from intersecting or passing through each other. That appears to be the problem people are seeing. We'll get a fix out soon.
Note that enabling this feature can cut the frame rate in half.
@stevej said:
So to improve performance we disabled what is known as "continuous collision", which is used to help prevent fast moving objects from intersecting or passing through each other. That appears to be the problem people are seeing. We'll get a fix out soon.
Note that enabling this feature can cut the frame rate in half.
please let us set the "continuous collision" state!
@stevej said:
So to improve performance we disabled what is known as "continuous collision", which is used to help prevent fast moving objects from intersecting or passing through each other. That appears to be the problem people are seeing. We'll get a fix out soon.
Note that enabling this feature can cut the frame rate in half.
please let us set the "continuous collision" state!
For the short term it looks like we're going to turn it back on and take the frame rate hit. We'll make it user selectable in a later release.
I just bought Physics editor. Anyone else having problems with the exporter plugin not showing up in the exporter drop down in physics editor?
I put the game salad folder on desktop including "exporter.xml and game salad.json"
Point to the folder in preferences
Restart physics editor.
But no gamesalad in the exporter dropdown.
What am I doing wrong?
////////////////////////////////////////////////////////////
OK, just figured it out.. The path has to something like this:
desktop/gamesalad_exporter/gamesalad/
Where game salad_exporter is the folder to point to.
////////////////////////////////////////////////////////////
I'm on windows and haven't had any problems so far in native preview or the creator.
@stevej said:
So to improve performance we disabled what is known as "continuous collision", which is used to help prevent fast moving objects from intersecting or passing through each other. That appears to be the problem people are seeing. We'll get a fix out soon.
Note that enabling this feature can cut the frame rate in half.
If we publish with this build, we still get the improved performance from this new feature, and the next build will turn it off until it's a switchable attribute in the creator?
@pinkio75 said:
Hi, i'm a little bit confused about this new features...
we need to use an external tool for custom collision shape?
we need to buy this tool?
Why GS haven't a internal editor for collision shape?
Anyway i need a video tutorial to understand it...
Each tool has it's own tutorials on how to use it. How to import the output of those programs is in that link to the cookbook. It's very easy to do.
@skott said:
I just bought Physics editor. Anyone else having problems with the exporter plugin not showing up in the exporter drop down in physics editor?
I put the game salad folder on desktop including "exporter.xml and game salad.json"
Point to the folder in preferences
Restart physics editor.
But no gamesalad in the exporter dropdown.
What am I doing wrong?
////////////////////////////////////////////////////////////
OK, just figured it out.. The path has to something like this:
desktop/gamesalad_exporter/gamesalad/
Where game salad_exporter is the folder to point to.
////////////////////////////////////////////////////////////
@skott said:
I just bought Physics editor. Anyone else having problems with the exporter plugin not showing up in the exporter drop down in physics editor?
I put the game salad folder on desktop including "exporter.xml and game salad.json"
Point to the folder in preferences
Restart physics editor.
But no gamesalad in the exporter dropdown.
What am I doing wrong?
////////////////////////////////////////////////////////////
OK, just figured it out.. The path has to something like this:
desktop/gamesalad_exporter/gamesalad/
Where game salad_exporter is the folder to point to.
////////////////////////////////////////////////////////////
Put that gamesalad folder inside a folder named whatever you want. When you setup the plug in just select that outer folder do not click on the gs folder. Restart the editor and you will see gamesalad in the options.
owen_dennisJust a guy, you know.Member, PROPosts: 236
edited November 2015
@Lost_Oasis_Games said:
This may be an issue related to tags. First shot is of a new project created in 1.23.1 notice I have a tag behavior and it is turned off. When I save and open it up in 1.24 the tag behavior is gone completely.
Thankyou @Lost_Oasis_Games
i've used the exported file .json from Physics Editor, and it's works fine! it's very simple and fast to use it's Awesome feature! great i'll buy a licenze of PE for sure!
@pinkio75 said:
Hi, i'm a little bit confused about this new features...
we need to use an external tool for custom collision shape?
we need to buy this tool?
Why GS haven't a internal editor for collision shape?
Anyway i need a video tutorial to understand it...
We released the custom physics support the way it is because implementing a vertex/shape editor will take a month or two. We do hope to have an in-tool editor available in the future, but we felt that the community would want to have access to this feature sooner than later.
You can use the Physics Body Editor tool, which is free.
Comments
I sent ardent a message about maybe getting a small beta team back online. There are several of us who know how to test and provide proper feedback and are reliable testers.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Gents,
What are the latest requirements for 1.24?
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Thank you, yes this is what I would assume.
However, changing the center of mass has NO effect. Rotation point is unaffected, it stays the center of the actor.
If you happen to change the center of mass, AND set an Angular Velocity in the properties panel, then this translates into an additional linear velocity, rotated by -90 deg.
Bug posted:
http://bugs.gamesalad.com/show_bug.cgi?id=1478
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Collision test. New project with a shape and tested. seems to work fine in this test. Shape was made with Physics Editor version 1.5.0
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Just checked out puck it collisions are for sure messed up. Seems to be with square actors.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
This may be an issue related to tags. First shot is of a new project created in 1.23.1 notice I have a tag behavior and it is turned off. When I save and open it up in 1.24 the tag behavior is gone completely.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
todays GameSalad user will never know the struggle of not having custom collision shapes...
my attributes panel doesn't show up some of the time...there's a lot of bugs in this update. I'd wait, GS Users, to upgrade.
I'm probably going to hold off on updating until the bugs have been worked out. The projects I'm currently working on include a lot of square collisions and it seems GS is having some issues at the moment.
A team of testers may have been nice so the bugs were worked out. Maybe the nightly builds should begin again?
Anyhow, thanks GS team for giving us this awesome new feature! Can't wait to play around with it!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I'm not seeing any issues with square collisions in my tests. Anyone have something they can point at to help us see the issue?
@teamdkl Sorry you're having some problems with the new physics setup. I assume it's a problem with your game "Match Foo?" We're taking a look.
@adent42 , @dgackey , @stevej
The intersecting collision shapes seem related to:
Concave shapes which intersect at 2 points with non adjacent vertices.
No matter how optimized the shapes are, if the actors overlap at two places, the two actors will get stuck together.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
That pig is a star! Hey, do you mind sending us that project to make reproducing and fixing the issue easier, @Hopscotch ?
Project added to the bug report, including JSON shapes:
http://bugs.gamesalad.com/show_bug.cgi?id=1479
Thanks, @CodeWizard
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Thanks @Hopscotch! @teamdkl, we've found your issue and will have a fix out today for it.
COM defines the point where the actor will rotate around. x=0, y=0 is the center of the actor.
So to improve performance we disabled what is known as "continuous collision", which is used to help prevent fast moving objects from intersecting or passing through each other. That appears to be the problem people are seeing. We'll get a fix out soon.
Note that enabling this feature can cut the frame rate in half.
Here the bug report as it does not behave like this,
and causes additional acceleration if used in conjunction with angular velocity.
http://bugs.gamesalad.com/show_bug.cgi?id=1478
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Ah tunneling issue. Yes I remember reading that in the manual. Maybe you guys could improve the box2d engine itself. Maybe easier than replacing it?
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
please let us set the "continuous collision" state!
www.marcosriffel.com
For the short term it looks like we're going to turn it back on and take the frame rate hit. We'll make it user selectable in a later release.
I just bought Physics editor. Anyone else having problems with the exporter plugin not showing up in the exporter drop down in physics editor?
But no gamesalad in the exporter dropdown.
What am I doing wrong?
////////////////////////////////////////////////////////////
OK, just figured it out.. The path has to something like this:
desktop/gamesalad_exporter/gamesalad/
Where game salad_exporter is the folder to point to.
////////////////////////////////////////////////////////////
Hi, i'm a little bit confused about this new features...
we need to use an external tool for custom collision shape?
we need to buy this tool?
Why GS haven't a internal editor for collision shape?
Anyway i need a video tutorial to understand it...
✮My Web Site✮ ✮My Full Games On Sale✮ ✮Follow Me✮ ✮My Video Channel✮ ✮Contact Me To Buy My GS Games✮
I'm on windows and haven't had any problems so far in native preview or the creator.
If we publish with this build, we still get the improved performance from this new feature, and the next build will turn it off until it's a switchable attribute in the creator?
@pinkio75 , GS has given us two options, here is the free one:
http://www.aurelienribon.com/blog/projects/physics-body-editor/
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Each tool has it's own tutorials on how to use it. How to import the output of those programs is in that link to the cookbook. It's very easy to do.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Put that gamesalad folder inside a folder named whatever you want. When you setup the plug in just select that outer folder do not click on the gs folder. Restart the editor and you will see gamesalad in the options.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I'm sorry I'm not as a good a tester as other people, but all of my collisions are tag based and square. Just throwing in a backup on this.
Vote for Nearest Neighbor Scaling option in gamesalad! Let's make our games look truly stunning!
Thankyou @Lost_Oasis_Games
i've used the exported file .json from Physics Editor, and it's works fine! it's very simple and fast to use it's Awesome feature! great i'll buy a licenze of PE for sure!
✮My Web Site✮ ✮My Full Games On Sale✮ ✮Follow Me✮ ✮My Video Channel✮ ✮Contact Me To Buy My GS Games✮
We released the custom physics support the way it is because implementing a vertex/shape editor will take a month or two. We do hope to have an in-tool editor available in the future, but we felt that the community would want to have access to this feature sooner than later.
You can use the Physics Body Editor tool, which is free.