6. Now preview the game once again. If you release the arrow key, you should see that the platforms were rotating back to the angle of 0 degrees.
7. Duplicate the platform to the position you prefer, you can duplicate as many as you like. Drag the platform while pressing Control to duplicate it.
The circle/ball
1. Create a circular sprite, this will be the ball.
2. Add the "Physics" behavior into the sprite and assign the parameters:
Immovable: No
Collision mask: Circle
Prevent rotation: No
Density: 1
Friction: 1
Elasticity: 0.2
Linear damping: 0
Angular damping: 0.01
Bullet: No
3. Move the circle to the top of the highest platform in the layout.
4. Test the game. The ball will fall on the platform. When you rotate/tilt the platform, the ball will roll off the tilted platform.
5. As you trying to move the ball by tilting a platform, the controls tilting all platforms in the layout. To fix this, you need to make an invisible detector.
Detector (for detecting platforms)
1. Create an empty sprite and make sure the sprite have the same size with the ball. Set "Initial visibility" to "Invisible".
2. Click the "Set origin and image points" button and move the origin about 16 pixels to the top.
3. Add these events to attach the detector to the ball.
System: Every tick
--Detector: Set position to (Ball.X, Ball.Y)
4. Update these events to detect the platform:
(ADD) Detector: Is overlapping Platform
--Keyboard: Left arrow is down
--Platform: Is clockwise from -45
----Platform: Rotate 1 degrees counter-clockwise
--Keyboard: Right arrow is down
--Platform: X Is clockwise from 45
----Platform: Rotate 1 degrees clockwise
5. Test the game, now the controls should control the platform that the ball step on.
Final touches
Camera movement
1. Add these events:
System: Every tick
--Detector: Set position to (Ball.X, Ball.Y)
--(ADD) System: Scroll to position (Ball.X, Ball.Y)
2. If you test the game, the camera should follow the ball. (If you make the layout large)
Goal pad
1. Add a tiled background, color it with your favorite color. But I recommend you make a checkerboard pattern into the image.
2. Drag the background to the lowermost platform and resize it to fit the platform.
3. Add a boolean instance variable to the ball and name it "finished".
4. Add these events to trigger the goal:
(ADD) Ball: X Is finished
--Detector: Is overlapping Platform
----Keyboard: Left arrow is down
----Platform: Is clockwise from -45
------Platform: Rotate 1 degrees counter-clockwise
----Keyboard: Right arrow is down
----Platform: X Is clockwise from 45
------Platform: Rotate 1 degrees clockwise
(ADD)
--Ball: Is overlapping FinishTile
----Set finished to true
5. Test the game. If the ball is touch the goal, the controls will disabled.
Finished!
Great! You just finished the tutorial. But there's some tweaks that you can do:
- Make fireworks when the ball is touching the goal.
- Use another type of circular sprites like a monkey in a ball (Super Monkey Ball) or a checkerball (Neverball).
- Make effects when the finish trigger is on.
Download the example source
Download from the link at the left side of the screen.
Demo
https://www.scirra.com/arcade/tutorial-games/physics-tilt-platformer-example-1708