mattb's Recent Forum Activity

  • This is great, really good use of audio too. I don't have the level of concentration needed to ever beat your score though

  • This is great, exactly the kind of elegant solution I was hoping to do, thanks!

    The simultaneous example is very helpful & not something i would have thought of. I've always been unsure about where to use while loops. I did a stress test with both your examples (although I won't be using more than 10 or 20 boxes at a time) & interestingly the simultanous movement had the best performance. 300+ boxes 60fps, i think that should do it <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/523 ... tress.capx

    https://dl.dropboxusercontent.com/u/523 ... tress.capx

  • I've got some simple mechanics that I thought would be doable with custom movement, but I've got no clue how to use it. Here's what I want the boxes to do:

    I've got this to work with a platform behavior on each box & some events locking their movement axis, & even got it working with raycast collisions in chipmunk. But I'd like to do it with custom movement just out of curiosity since I've never used it before.

    Here's how far I got <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/523 ... Boxes.capx

  • Here's a few ways to make a single-segment rope joint:

    https://dl.dropboxusercontent.com/u/523 ... oints.capx

    I think the slide joint with some kind of rotation damping on the lamp would be my preference - it give you an elastic cable, a bit more interesting than the stiff pivot joint.

  • Chipmunk is a good choice - I posted a wip example of a physics platformer in that thread: https://dl.dropboxusercontent.com/u/523 ... pe_v2.capx

    I'm setting velocity directly, which should usually be avoided in a physics engine, but because I'm raycasting to test if you're next to a wall or on a slope I can prevent any clipping issues.

    The reliable way to accelerate your player is by applying force (impulses are for instant movements like explosions or jumping). It won't cause any clipping problems. You can give the player a speed limit with the set max speed action, then decelerate by either increasing grounded friction or applying a force opposite to player.chipmunk.angleOfMotion.

    Lots of ways to do it, just play around. For raycasting (to get info about what the player is in contact with, or will be in the next frame) check out events 30-39 in my example.

  • I meant you just have everything pinned to one big collision poly (either built manually or using some setup that generates a collision hull for the polygon plugin).

    Something that physics sims are really good for in random 'dungeon' generation is spacing out a bunch of rooms. Spawn a cluster of shapes & run the simulation for a while:

  • CrudeMik

    I had a quick go at making a lattice structure like in your first image using both the stock physics & chipmunk behaviors. It's possible to joint everything together, but once you apply a force to the structure the physics starts madly shaking. This was jointing everything to a central sprite, all sprites not colliding.

    You could try a more triangulated jointing between the components, that might help, but I've got a feeling that these massive linkages will never work.

    Maybe they could be non-colliding things in the background, with selected areas that you can dock with, or have a single collision polygon with all the structure sprites pinned to it?

  • I remember having trouble with limited revolute joints a while back when doing a ragdoll. I think what I was doing wrong then was using absolute angles for the rotation limits when they should be relative to the object's default zero degree position (i think). Anyway here's what it looked like:

    https://dl.dropboxusercontent.com/u/523 ... Joints.png

    I hope this is going to be a space station for your mining game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • czar

    I remember those, really ahead of their time. I'm assuming this will be single-player, so you could look into creating some grid-based LOS systems using events, for player FOV, grenade area etc.

    Here's a really quickly implemented grid LOS done for a game jam (click on Stealth Chess):

    If you're using a tilemap for the levels, Easystar is a good alternative to the stock pathfinding behavior:

    For proper raycasting in C2 instead of messing with the LOS behavior or fiddling with sprites then the Chipmunk physics behavior is the way to go:

    Let me know if you want some pointers for that one, it can be tricky to figure out.

  • doh, been having a bad debugging day. thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> here's the fixed setup for anyone that's interested: https://dl.dropboxusercontent.com/u/523 ... Fixed.capx

  • Thanks! That does help, which is strange because I also tried excluding the last hit object from the Laser function & that did nothing.

    It's still not working fully though. Check this screenshot, there should be 10 segments showing but only 7 are made (this is with hitX/Y moved out 10 pixels):

    https://dl.dropboxusercontent.com/u/523 ... erfail.png

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  • R0J0hound (& anyone else)

    Here's a capx of the problem mentioned above. I can't see why this doesn't work, maybe it's something chipmunk-specific that i'm missing?

    https://dl.dropboxusercontent.com/u/523 ... nTest.capx

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mattb

Member since 21 Nov, 2012

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