gogobotz's Forum Posts

  • 8 posts
  • gogobotz

    When physics is concerned (this or the official physics behavior) it doesn't mix well with other movement behaviors. So to to have 8 direction with physics you'd need to do it all with physics.

    thanks alot with this info i was able to achieve perfect collisions but now i have a question that has been bugging me

    i am trying to keep objects at specific angles when they approach within angles. (like limits) and am unsure the best way? should i apply torque with + or - a number or use built in C2 set angle? I want them to rotate towards a position on a pivot when approaching a certain angle.

  • incase anyone is wondrering, you cant get good collision using this with default 8 dir movement plugin...

  • If you are into game development for money, do not depend on any single IDE/WorkTool/Engine. To get anywhere you need to be flexible. It also helps you learn whats capable and you can actually apply the same knowledge and view alot of source code this way.

  • ok I see, everyone must have different experiences then thanks

  • Hmm, so rotate object with gravity?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I have one project I am testing multiple arrays per object via ownership traits.. but it is a question for the devs, is it most effecient to have one large array per object or a few smaller arrays.. how much increase in CPU is it per call per array and what do the devs do themselves for their games?

    thanks

  • So is this like a ferris wheel, where the objects are on the edge of a circle ?

    If so, you might want to consider moving from x,y coordinates to polar ones - angle from origin and distance - put these in your objects (family ?) and update the position using basic trigonometry.

    I'm not clear exactly what you want to do.

    yes ferris wheel effect where the point of entry is the same location but of course keeping track of this is confusing for me in construct 2.

    So I should use trigonometry to decide based on the overlapped wheel objects angle my position is updated while overlap to include my new spot based on my old X and Y? hmmm im not the best on trigonometry but i think i see what is needed now center of image ... arctan? hmmm

    atleast i know what is needed now thanks

  • I got a circular disk and It rotates

    object.angle += 10 every second

    so the objects that go on it I just set its angle to the thing its rotating buut the position doesnt stay relevant to the part of the sprite it is overlapping that is rotating

    what is the mathematical equation for keeping position relative to the surface area of a sprite that is rotating? or how can this be done in construct 2??

  • 8 posts