HellMax's Recent Forum Activity

  • I am using a rectangular car with CM used for both rotation and movement back/forth.

    To make solids work, I use When overlapping ---> push out solids to the nearest angle to make solid walls work.

    Here are the main problems :

    • When rotating, the wall pushes the car very rapidly along the side of the wall. I would very much like it not to happen and its currently ruining the game for me.
    • Also, when you collide with a wall under particular angles it gives you a speed boost, which is retarded.

    Note : Opposite angle unusable because it allows for no sliding along the walls + it sometimes throws the car miles away to a different part of the wall.

  • The picture shows the most sophisticated algorithm I came up with. It makes only one side of the wall work, but at least it does what Its supposed to do until you collide with two or more walls, when It breaks absolutely.

    I have also tried Push out solids at the opposite angle, in case of which the car always stops on collision and can never slide along the wall.

    I have tried Push out solids at the nearest angle, in case of which it oftentimes speeds up the car on collision or on rotation.

    The question is - is there a single way to make SOLID blocks actually SOLID, so that they would be unpassable under ANY circumstances. (Must work with Custom Movement though)

    Pls help.

  • Please note that plugins can malfunction badly on Android and, last time I checked, not supported by some export options. Careful, friend.

  • Updated the title so It is less naive; any help still appreciated

  • I am not exactly sure how it is done; you'd have to research that one, but the idea would be something like

    On start of the app ---> Get *hours since last play* gold

    You don't actually have to make it do anything while it is closed.

  • The picture explains it quite well. I am using Custom Movement to achieve realistic car moves, but when you press [D] to turn the car right, for example, instead of stopping upon collision, the car sprite pushes itself farther from the wall and continues to rotate.

    Is there a way to prevent this (Physics behavior's "friction" did not do it) without adding 3 transparent blocks to sense walls on every side of the car?

    Thanks in advance.

  • Omg thank you for the help.

    I'll do exactly that.

  • Ho!

    I am making a game where car collisions would occur, and to accurately make them, I need to know the angle relations between car A and car B.

    Current script takes 2 angle values and if A is within range of (B-10;B+10) then the event occurs. Works fine, just like in situation 1 on the picture. HOWEVER, there is a spot in the angle system where (1-10;1+10) will not describe the angle of car B because it is 359. (shown on the illustration as situation 2)

    How do I work around this? (or How do I test whether two objects are rotated towards approx. the same direction)

  • If I understood correctly, all you need is a single sprite which will act like a background.

    It would have 2-3 frames of animation with different color A/color B relations and would change.

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  • From my POV the problem seems to be in the fact that the Solid wall does not absorb any force, instead any object hitting it flies of like a f****ng ball. How do I make the wall absorb the leftover impulse, or is the physics engine not good enough?

  • Current code

    Its no good

  • I've tried to do that for several days with

    • Custom Movement instead of Car Behaviour to avoid crazy bouncing around
    • Physics to apply force from point A to point B on collision with the wall (until angle of car == angle of wall) [pic1]

    And nothing works. It keeps bouncing away from the wall and overrotating horribly [pic 2]. Please help : how do I make it stick to the wall untill it's speed goes down, without rotating even more and pushing itself against the wall.

    pic1 and pic 2

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HellMax

Member since 3 Jan, 2013

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