Arcticus's Recent Forum Activity

  • This whole issue has been quite an obstacle for me too, what I've done is when the player collides with an object, it runs a loop that shoots out some point collision detectors that stop moving when they're over a solid. Then when their 'life' private variable reaches 0, they're destroyed and the player bounces of them using this equation

    (Pseudocode-ish)

    Set Xcomp to cos((2 * Angle between dectectors - Player Angle) + Player Angle) * NewSpeed

    Set Ycomp to sin((2 * Angle between dectectors - Player Angle) + Player Angle) * NewSpeed

    Right now it's a bit buggy still and still "technically" treats all obstacles as circles but it's really all i can come up with, although with the new updates to the physics engine i'm probably just going to start using it

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  • Thanks Ash you're a legend

  • Hello again, I'm sure this has been mentioned before but since there's a nice forum here for all this i figured why not.

    It would be great if the physics behaviour's velocity/force/etc was in pixels per second. I know right now they're pretty similar speeds (eg: 200 velocity is almost 200 pixels per second) but it would be nice if it was spot on. Dunno how feasible it is but i like the idea, then again there's no huge rush to put it in.

    Another thing that would ROCK which I know has been mentioned is toggling a physics object's collisions, being able to turn them on and off and choosing which objects could collide with which at runtime would pretty much complete the physics object for me

    Anyways, love the program, keep up the awesome effort guys!

  • does it have something to do with motion blur? cause i absent-mindedly didn't make the super speed example turn off motion blur if it isn't supported

  • I'm 24 and work at stupid Officeworks part time

    I failed a digital arts and media course back when i though i was going to be a graphic artist for a living, since then i've discovered music and can now play a host of instruments although i can only really play guitar well, maybe piano.

    I like music such as dream theater, sonata arctica, nightwish, kamelot, symphony x etc to name a few but i also love a lot of classical and romantic stuff, and i still quite enjoy a lot of electronic music and game music, i do a little composing but not much.

    I'm currently in my third year of a music degree and am going to be a music teacher.

    I do however quite enjoy making games on the side not to mention playing lots of thems

  • Don't forget to add set X/Y components for ball! <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Here's my input, sorry to butt in and all, but i used to make tick based games, granted i was no expert, but as soon as i found out how to use timedelta properly, i found my games were MORE accurate if anything else PLUS they weren't dependant on the refresh rate being a certain speed.

    With timedelta, you can do everything per second, how fast things move, accelerate or turn, or how long things take to do something, etc etc, i found i had a huge control over everything and knew the exact speeds and everything.

    Plus with time scaling, using timedelta just becomes even more fun!

    Everything just depends on how good your events are.

    After working with timedelta, i can't actually think of a need to use a tick based engine :S

    I'm sure it's been explained but there's certainly a lot of text in this thread

  • To emphasise my point, from the example i posted, try making the faster object a solid and delete the collision event

  • They will only both bounce if they collide when going opposite directions, if they collide whilst going the same direction it looks weird, which was my whole point

  • Hey everyone

    I've been working on one of my engines using the physics engine since it has been fixed recently, and i came across an error that never happened before.

    Basically, if my player character stands still for too long, you CANNOT get him to move BUT the X and Y components are still updating as though he were moving.

    Here's my current engine, see if you can tell me why he doesn't move if you sit still for too long, hopefully you can fix it and it's just bad coding on my part.

    http://www.mediafire.com/?nkdern9zaba

    (P.S. In this example, if you click on the player sprite and go to the animator tab, you will also see the reason why I would like multiple direction import options from the animation editor as well as preset animation angles and easier angle editing options, it took AGES to write all those in and then paste each frame in)

  • If i do it that way, only ONE of the ball objects bounces, what happens if you roll one ball slowly and then roll another ball faster into it?

    the fast ball does indeed bounce off the slow ball, but the slow ball doesn't just continue on its merry way as though nothing happened.

    What i was trying to point out in my example is that the bounces for the ball behaviour only seem to work well if it hits something, not if something hits it.

    It's not an entirely huge problem, but a ball behaving like a ball would be cool you know, newton's cradle and all that

  • and on top of all that, the one thing that would be almost finish off the ball movement, as this example shows, is something a little more realistic than the current way if it bounces off something that hits it from behind...

    http://www.mediafire.com/?arrvjeumvri <-- See

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Arcticus

Member since 23 Nov, 2007

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