deadeye's Forum Posts

  • QuaZi

    It is kind of quivery though, like it's vibrating. Even if you take out he blood and the random() part of the force action it still looks like it's scared for it's life . My spring method might be cumbersome, but it does make for a more wibbly wobbly blob rather than a shaky quaky blob.

    Yours is much simpler to construct, though.

  • I can't believe I'm posting this but maybe it's because you're sorting your height by whole numbers? You could try floats. Or having your height variables be multiples of however many pixels it is from one object's Y to the one above it. Er, does that make sense? I can't tell, I haven't had my coffee. Let me draw a picture:

    <img src="http://i46.tinypic.com/mvqo2v.png">

    Okay, the green box is on top of the red box. In regular 2d space they are 16px apart. So maybe their height variables should be multiples of 16. The red one's height value would be 16, and the green one would be 32, etc. That way you could easily calculate the player's height by it's base height + the distance in y it's jump is. Having fine increments of height like that might keep the player from "popping" to the front or the rear when it reaches the next height increment. Just a thought, I haven't tested it. And I'm not going to for the sake of my sanity

  • dl.dropbox.com/u/1010927/furry%20blood%20thing.cap

    yay for no springs attached (it wont work in newer versions so open it in 98.9 or else it just asplodes, hingeing doesnt seem to work the same in new vers)

    Actually, it works just fine in 0.99.82

    You just need to click on each physics object in the object bar to populate the new property values that were added in recent builds. Anyway, your furry blood blob looks pretty neat

  • Edit: I've been trying to think of a way of doing a blob system like that, but making its area constant to make it more physically accurate. Any ideas?

    As in making it's skin is stretchy so it bulges out one end when you squeeze the other? Hmm... not sure about that. It would be pretty complicated, I imagine, and the event sheet for this thing is pretty complicated as it is.

    Physics *****

    http://dl.dropbox.com/u/666516/cmblob.cap

    Yes, but softbodies using physics is the topic at hand.

  • Hmm... strange. This just happened from moving the arrow keys? I can run the thing back and forth through the level and smash it into walls and stairs as hard as it will go and it still maintains it's shape. It generally only breaks if I torture it with the mouse.

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  • How did it die?

  • very possible, and theres even a variety of ways to do it, you can use springs (which kinda freaks out)

    or you can make a closed loop of hinged objects

    I do both in my example. The rings of objects are all hinged together, and the light green crossbars all show where the spring force is being applied. It took me a loooong time to figure out the recipe for that blob. It's a very delicate balancing act, every blob I made before that one blew up catastrophically. Like, literally... they would go into a death wobble and then explode.

  • You mean like this?

    http://dl.dropbox.com/u/529356/blob.exe

    I made it ages ago. It's kind of fragile if you mess with it with the mouse, but it's pretty stable as long as it's just interacting with the environment.

  • That's some advanced stuff you're trying to do there. I can think of a few different methods but they're all rather complex.

    Graphically speaking, you might want to look into mesh distortions for your sprite. There are a few examples around the forum that might help you out. As for the physical act of squeezing your player, what sort of game mechanic are you talking about here? Top-down? Platform? The method in which you do this would be rather dependent on that.

    Also, is your character an actual round blob, or is it just like a regular person, only squishy?

    If it's an actual blob, you might want to check this out:

    http://cowboyprogramming.com/2007/01/05/blob-physics/

    Obviously the code isn't all that important, but the theory behind it helped me make a physics blob using Construct. I'll post the example if you like, but it's rather a complex operation.

  • Oh. Well, that's hardly "feedback" on your tileset, that's just general advice

  • Once a month? Man, stuff gets done in there like, multiple times a day

    Seriously, just stop in. Hell, David is in there right now.

  • After getting some feedback from Doppel and deadeye I made a demo of that I will be proposing.

    What?

    I've never seen these before and this is the first I'm hearing of it.

  • Reminds me of Great Games Experiment, only it doesn't look like crap. Okay, I'll sign up, what the heck.

    "StarMap" does seem a tad pretentious though...

  • I believe this was that spyware toolbar made by Liji back in the day. It snagged people's account info if I remember correctly.

    Don't install this. Stay far away.

    Eh, yeah what Ash said. He beat me but dammit, I'm gonna post anyway.

  • That's actually kind of neat to watch . Looking forward to seeing more.