Creator 1.24 is now available for Mac and Windows. Custom Collision Shapes!

2

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    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.

  • mhedgesmhedges Raised on VCS Member Posts: 634

    Gents,

    What are the latest requirements for 1.24?

    iOS Viewer = _______
    Xcode = ________

    Thanks!

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited November 2015

    @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.

    Bug posted:

    http://bugs.gamesalad.com/show_bug.cgi?id=1478

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited November 2015

    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

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Just checked out puck it collisions are for sure messed up. Seems to be with square actors.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    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.

  • allc1865allc1865 Member, PRO Posts: 777

    todays GameSalad user will never know the struggle of not having custom collision shapes...

  • allc1865allc1865 Member, PRO Posts: 777

    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_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 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!

  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143

    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?

  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    edited November 2015

    @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.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @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.

  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    edited November 2015

    That pig is a star! Hey, do you mind sending us that project to make reproducing and fixing the issue easier, @Hopscotch ?

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @CodeWizard said:
    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

  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143

    Thanks @Hopscotch! @teamdkl, we've found your issue and will have a fix out today for it.

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    @Hopscotch said:
    @stevej, @QASalad what does Center of Mass in Creator do?

    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.

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435
    edited November 2015

    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.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @stevej said:
    COM defines the point where the actor will rotate around. x=0, y=0 is the center of the actor.

    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

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited November 2015

    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?

  • RiffelRiffel Member Posts: 1,272

    @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!

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    @Riffel said:

    @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.

  • skottskott Member Posts: 172
    edited November 2015

    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.
    ////////////////////////////////////////////////////////////

  • pinkio75pinkio75 Member, PRO Posts: 1,217

    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...

  • FrantoFranto Member Posts: 779

    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?

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @pinkio75 , GS has given us two options, here is the free one:

    http://www.aurelienribon.com/blog/projects/physics-body-editor/

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @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.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @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_dennisowen_dennis Just a guy, you know. Member, PRO Posts: 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.

    https://us.v-cdn.net/5017598/uploads/editor/4a/uv9y5p7aib3u.png

    https://us.v-cdn.net/5017598/uploads/editor/xr/32s4xt14ycio.png

    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.

  • pinkio75pinkio75 Member, PRO Posts: 1,217

    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!

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435
    edited November 2015

    @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.

Sign In or Register to comment.