Societyisbabylon's Forum Posts

  • Okay, I kind of managed to fix it. I set the pin to position only, and the physics no longer go haywire, unless a bodypart gets snagged on a wall.

  • I managed to fix almost all the bugs with my ragdoll. There is 1 left I can't seem to fix. Ideas would be appreciated:

    When the lower arm touches the other players ragdoll I have it set to pin to that part, problem is, it gets stretched away from the body, it's still attached but at a distance. Any ideas on how to make it always stick to where it's supposed too?

  • Update: Now featuring a character creator with a robust set of parts to choose from!

    Left click the parts to scroll forward, right click to scroll backwards, or just hit the random button for a randomized wrestler.

    If I did not goof up, you should start at the main menu. Note that there are no bells and whistles yet, the menues are ugly and merely placeholders. Thoughts are greatly appreciated.

    DOWNLOAD:

    http://www.filedropper.com/ragdollwrestling_1

  • I played around with the physics yesterday, and it's evolving into a wrestling game. The base engine is pretty much done.

    Controls for player1:

    Arrow key up makes you jump up

    Arrow key left makes you go left

    Arrow key right makes you go right

    Controls for player2:

    W up makes you jump up

    A left makes you go left

    D right makes you go right

    When your wrestler is in contact with the ring or walls you can move, otherwise you have no control.

    Features:

    Floppy fun!

    When you hit or get hit in the head, you bleed and you see your skull, alá the newer Mortal Kombat games. Skull is only visible for player1 at the moment.

    You start with 5 in health, each hit decreases it by 1

    If you are hit in the head when health is 1 or lower, your head comes off.

    If you hit the ring or walls with your head or body, you get damaged.

    2 sound effects - 1 for getting hit, 1 for hitting the floor

    Super early, but pretty fun in my own opinion. There is no way to win yet, or any fancy features.

    DOWNLOAD:

    http://www.filedropper.com/ragdollwrestling

  • I'm fiddling with ragdolls. I made a sideview ragdoll, but it seems the upper arm and upper leg is stuck in the body and don't rotate, any thoughts on how to enable them rotating while overlapping?

  • Yep, it is topdown. I will look into and exeriment with sine behaviour, thank you for the tips =)

  • I'm fiddling with allowing the player to jump in my gta clone. I know in theory how to achieve the results I want, I'm pondering the best solution for it.

    The situation is this: when the player presses the "j" key this piece of code runs:

    Now, as long as "jump" = 1 how would I go about handling the solid state of objects that are jumpable?

    My current idea would be something like this: If jump = 1 and player overlaps for example a car, that cars solid state is set to off, I forsee an issue that if an npc is on the screen at that moment, it would be able to go through the car too?

  • Thank you guys! Got it working. I'm having a hard time with these math things, heh.

  • I finaly figured out there was a thing called anchor, so I opted to change my spawn system to only have a few anchored at the edge of the screen instead of tons put on the map.

    When I did this change, I noticed that npc's only spawn from the green box with an arrow on the right side of the screen, but never on the others. Any pointers on what the problem might be?

  • That's a smart solution, thank you!

  • I finaly figured out a way to fix it. I set the corresponding variable to - 1

  • I'm struggling with ai behaviour. The situation is as following: npc's are walking down the streets of the city, another npc is coming towards them. At this moment in time, I'm trying to figure out how to make them move around each other and continue on their merry way.

    I experimented a bit with pathfinding, but I don't really want the npc's to have set goals, other then to walk around and I haven't figured out how to do that yet.

    The npc family has these behaviors:

    Bullet: When they spawn they go in the direction of the spawner.

    Pathfinding: Nothing in here yet

    Line of sight:Nothing in here yet

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  • I'm keeping them black, but I am able to change the color. I haven't decided what color to use quite yet, so they are black until I decide =)

  • Im having a bit of an issue figuring out how to limit spawning. When an npc dies, it spawns a bloodpool, but it keeps spawning the bloodpool until the game starts lagging, how would I implement a limiter so only 1 is spawned?

  • Anchor, good tip!