bloodshot's Forum Posts

  • Sweet! Now trying to understand how it works. Thanks!

    R0J0hound

    Played around with the capx a little bit.. I added a ground sprite with the condition if ball.Y > ground.Y-ry. But I think this is not the way to go if I want the ball to bounce off other object/obstacle/instance as well. Any tip/advice on how to make it bounce/interact with other instances or sprite objects using this method? Thanks! - bloodshot

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Treasure!

  • Goodies! Bookmarking them now. Thank you so much! b(^ 0 ^)d

    EDIT: Interesting rugby ball bouncing simulation.

    https://arundquist.wordpress..com/2015/07/06/rugby-ball-bouncing/

  • Add event>System>Pick Instances>Pick nth

  • Looks great! Thank you R0J0hound! Actually, the reason why I added custom movement + rotation was so that i could control the ball later on to go left, right or up(to bounce), since they would give me access to velocity(x,y)+rotation.speed. (thinking about a realistic rolling and bouncing ball-mario type game) I just can't stop thinking about different game ideas now. lol This is powerful! Cheers

    PS.

    Any ideas how to plug this formula into the football object? I reckon the radius/diameter(new word for me ) would be different each angle and each time it touches the ground. Thanks again!

    Best,

    Bloodshot

  • Could R0J0hound or anyone please tell me how or why this ball won't stop moving after introducing a spin/horizontal speed? Thanks!

    dropbox.com/s/jfj6zjzbp7oua ... .capx?dl=0

    EDIT: Also found a formula at

    physics.stackexchange..com/questions/11686/finding-angular-velocity-and-regular-velocity-when-bouncing-off-a-surface-with-f

    But not sure how to translate it to c2.

  • I think this would make a nice 2d realistic pong engine that eliminates the use of physics. I imagine it would perform nicely on mobile due to it's full controllability.

    Did some digging into rotation as well, if anyone else is interested. Though I'm still not sure how to put the pieces together.

    gamedev.stackexchange,com/questions/2472

    R0J0hound Thanks for translating it into c2 language!

  • Thanks guys!

    I guess chipmunk is the best way to go around it. At the moment, I am just quite intrigued at replicating this type of movement using c2's native event.

    Found this for example:

    jsfiddle.net/gfcarv/r2rS6

  • I am currently working on an infinite scroller game (similar to Yeti Hits Penguin), except I could not really use Physics since I set my object's X to the center screen. Instead I am using the Custom Movement behavior. It works quite well and I like it, except I want to add more dynamics to the game and want the object to bounce & spin realistically as it hits the ground. Thus I added the Rotate behavior to mimic real world spin.

    However, I am still not sure how to work out the maths(or physics) needed to transfer/carry out the Current spin(rotate.speed) + vertical(dx) + horizontal(dy) values into New spin(rotate.speed) + new vertical(dx) + new horizontal(dx) values. Can anyone pitch in with some realistic maths/physics formula? What about friction perhaps? I am totally lost for words at this as I suck at numbers. Fortunately enough, angle is pretty much covered by CM (-ball.CustomMovement.MovingAngle). Thanks!

    bloodshot

  • R0J0hound Thanks!

    Catching up to speed with your [BEHAVIOR] Chipmunk Physics. Perhaps this is what Itenimum1 is looking for.

  • I too would love to see an example for this.

    In my case, I am trying to simulate gravity (without using physics) for a football object.

    Thus, when the pointy side of ball touches the "ground" it surges and swirls forward (or slowly rotate backward-when .dx is slow) + loses momentum till it halts, much like when using physics.

  • Beautiful!! I've just ran it. The sample capx looks wicked! I imagined the hulk on rampage! CPU went up but i guess it was fairly reasonable. It dropped down as soon as it cleared its path.

    Anyhow, I think this should be one of the default behaviors built into C2 along with R0J0hound's Canvas.

    Speaking of canvases, do you think you could also look into Pode's SVG Canvas Plugin? Or perhaps come up with a better SVG support? Cheers!

  • Nice work rexrainbow!

    Must the canvas start from 0,0 coordinate for it to work properly though? I find that setting the canvas to e.g. 0,10 or dynamically during run-time after deleting the current canvas makes the "is overlapping/on collision" out of sync.

    Also, any chance for the pixel collision to work on moving canvases? Many thanks!

  • R0J0hound I found your ball_bounce.capx over at

    Forgive me for being such a blockhead, but how do you decrease the bouncing momentum overtime? (So it won't bounce forever) Many thanks!

  • Hi, aquadijoib! Thank you. That was excellent! How is the game coming btw? Screenshot looks cool. Would love to give it a testdrive. cheers!