mt206's Forum Posts

  • 2 posts
  • Thanks for the reply. After playing around with things, I think it will work out better anyways without physics. This allows me to use the built-in platform behavior and allows for more control over what the player does.

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  • Hi all. I have been trying to find the best way to create the appearance of smooth terrain that will work with a physics-based game.

    What I am looking for is something like Tiny Wings. Rolling hills with a simple pattern fill. I found a nice tutorial for Box2d and Flash but I am not sure I would be able to translate this to Construct2. The whole level is basically made up of slices. Each slice being a portion of the hill with a 4-sided collision polygon.

    Here were my initial thoughts:

    1. Create a base set of tiles to piece together hills

          + Simple

          + Perhaps possible to automate generation of slices

          - Super tedious to manage            

          - Would need to create duplicate tile sets for each pattern fill

          - Probably not performant and would require I load everything dynamically to keep the amount of physics objects to a minimum

    2. Try ditching physics and faking it

          + Solves my terrain problem

          + Probably better performance wise

          - Requires me to simulate everything I get for free with physics

    3. I have overlooked something painfully obvious (which is highly likely)

    Thanks for any help!

  • 2 posts