ankas's Recent Forum Activity

  • [quote:1lkzaluu]@mekonbekon

    Thank you, it works, not very well though.... What I did:

    1. Position body to 'player' visible sprite.

    2. Position head, arms, and legs to body.

    3. Enable physics.

    4. Make joints.

    5. Apply torque to the body in the angle of 'player' movements. It seems it does not work.

    Can you take a look at my capx, please?

    https://www.dropbox.com/s/7guft5u0nvshm ... .capx?dl=0

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  • Hello, guys, I'm trying to create and position a ragdoll in the specific place of my game layout. In this simple experiment I used tutorials 'Rag doll example' and added two new actions - put invisible 'target' sprite to the mouse pointer and set ragdoll body position to it.

    As a result, ragdoll flies away and never comes back, instead of 'hanging' from the mouse pointer and then falling down. What's wrong?

  • Yes.

    Thank you This plugin will cover all my needs.

  • The third party trace behavior would work here as well.

    It can simulate bounces.

    Can you be more specific, please? Are you talking about jcw_trace (raycast) plugin? (plugin-jcw-trace-raycast_t172320). This plugin looks very promising

  • Pulstar, thank you. I did this with a visibility and fade out effect, and it produced cool looking laser or bullet trace. Another option is to use 'Laser tutorial' (https://www.scirra.com/tutorials/588/ho ... er-for-tds).

    Unfortunately both ways solve only part of my problem, because I am making a platformer game, thus requiring the 'bullet/laser/trace' do not penetrate solids and bounce off from them, making the solution too complicated, from my point of view.

  • I am making 'realistic' game and making everything to the scale, like 100px is equal to 6 feet. In this case, the pistol bullet speed (~1,000 feet/s) is equal to ~20,000 px/s thus making the collision check impossible. How do I use 'realistic' numbers in my game?

  • no one has a darn clue huh? LOL. Am I the first person who wanted to take my animated character, and rag doll him when he falls?

    Did you find a way? I am trying to do the same - substitute sprite player animation with a ragdoll after an event (death in my case). Do not want to invent the bike.

  • This is great but is there a way to substitute the sprite animation with this ragdoll, like in the case of death? I found it difficult.

  • ankas

    It's your Mouse: Cursor is over events, they are a collision of sorts.

    I found that this is different. When I hover the mouse over the text, 'Poly checks' started to increase, while 'collision checks' remains at 600/sec.

    ankas

    You can check this by disabling them.

    I will try, thank you.

  • Thank you for the response. I updated the link at the end of my first post. It does not look like a link though.

  • Hi, everyone!

    I have this issue: a simple menu with 5 raster images and background, collisions are set to 'disabled'. In spite of this, I have 600 collisions checks/sec and high processor utilization. What is wrong? Any ideas?

    Thank you.

    DropBox link (not sure, whether it works or not):

    dropbox.com/s/0c25tp4fhk3dwzl/menu.capx

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ankas

Member since 24 Apr, 2017

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