Basen's Recent Forum Activity

  • Why is everything just twitching???

  • Greetings,

    I was wondering whether it is possible upon collision with a group ob objects to save the UID of the object closes to an instance variable(this can be done) BUT then set the objects position to that SPECIFIC Object?

  • Hey, I've looked at the example and it helped out quite a bit actually.

    Now what I'd like to do is that while I'm holding down the mouse button the character can hold on(working) but can also have force applied to him, in order to swing the rope. How would I go about doing that?

  • free download is v195

  • Greetings,

    I saw somewhere on the forums that someone made a sequence for creating ropes with physics. Is there an automated way to do the same with chipmunk?

    I prefer chipmunk cause of the extra joints.

    Thanks.

  • I have version 195, can't open that file.

  • I don't have anything from Apple, but I checked a video. The first thing that strikes me as odd is that your control schema is different, but that's not important. If I understand correctly, you want to stiffen the knee as long as the key is held down? It also looks like something is going on with the hip idk. It is really not clear what you want this thing to do. You need to be able to articulate it in plain language, even if it in Slovenian. I will not take the game apart for you.

    I noticed that you are directly applying force to the goraj/thigh, which has the effect of propelling it like a rocket. I don't think that is what you want. The next thing you should do is OnKeyPress, create a Rotary Limit Joint between the Thigh and Shin. OnKeyRelease, destroy that joint. This will stiffen the knee while the key is held down. I think you need to work to understand exactly what Daddy Long Legs is doing.

    Hey,

    I don't expect you to take the game apart for me, sorry about that.

    So what I need the physics to do : - On key press create a 210 degree angle between the Thigh and Shin

    - The head should have prevented rotation

    - On key release the thigh and shin should be lined up straight and as stiff as possible.

    That's basically all there is too it, but I'm strugling to create a stiff joint and when I try adding a limited rotary joint it just propells everything everywhere... Perhaps I am doing it wrong, I think I certainly am...

    Could you help me on the issues I listed, how would I tackle those?

    Thanks again for sticking with this thread.

    -

  • to use tilt you need touch and gama orientation I think.

  • Maybe post a capx so we can see what you are trying?

    This is what I have so far, nothing close to anything really, check out Daddy long legs and you'll see what I wish to recreate.

    Thanks

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  • Greetings,

    Does anyone know how to achieve the ropes from breaking ?

    I've attached a capx file.

    Could something like this be easier achieved with chipmunk physics?

    How would I generate ropes there?

    Thanks for your time

  • What is Daddy Long Legs? I am familiar with a type of arachnid.....

    If you are trying to make a spider, I would say that pivot joints, one for the shoulder and one for the elbow would be correct. It might be helpful to play with the weight: the body should be about 1/4 the total mass, in my experience with articulated contraptions. It may be difficult to get the legs moving so it can walk, depending on what you are trying to do.

    Daddy long legs is an iOS game, give it a look

    I was able to stop the springyness to some degree, however now I would love to know how to make a joint stiff on keypress?

  • Greetings,

    I am trying to reverse engineer Daddy long legs, I was wondering which physics engine would be best suited?

    I'm trying with Chipmunk physics atm but everything is too "springy".

    Am I correct in using pivot joints?

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Basen

Member since 23 Feb, 2015

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