Christmas's Recent Forum Activity

  • Someone was asking something similar but perhaps a bit more complex the other day. It involved moving a physics object. There are some capx examples I put in here which, while they're not ideal, may give you some ideas https://www.scirra.com/forum/how-to-make-physics-platformer_t197937

    I wouldn't recomend using a physics object as there's a simpler solution, but its worth trying everything because you might come up with an interesting mechanic that makes your game unique. You can simply try to make the object move a couple of pixels in the direction of the collision, or perhaps give it platform or bullet behaviour that is triggered when it is collided with

    Good luck

  • Can't follow that link redeemed t. Error 404. Can you maybe re-upload it?

    Also the spaces in your username make it impossible to tag you. You may want to change it to or something similar, to make it easier for people to get hold of you

  • Yeah you know what dop2000 I think that may be perfect

    I had a go at breaking it, but other than the dragging outside layout thing, which isn't going to be an issue, there doesn't seem to be any problems with this at all. I love it

    I owe you one

  • Wow that's great. So quick too. Any ideas how to constrain the drag & drop so we can only pull the car back a small amount like in the original? it's quite important that the player can't pull the car back indefinitely. Sure I'll figure something out with some tinkering though

    This is way better though and easier to work with Thank you dop2000

  • Ok tried a few things out, and while it is better, it's still less than ideal

    https://www.dropbox.com/s/eq5fmyb4vy4pnxn/Pullback%20Test%202.capx?dl=0

    I've had to have the car snap back to the origin position when it's pulled back into a wall. I'd rather it stayed in the position touching the wall, but I can't find a good way to do this while still keeping the pullback action active

    On some occasions the Car Sprite gets stuck in the wall entirely and you're unable to pull it out

    All in all it is an improvement. It could be much better though, so still open to suggestions, input, opinions, general hearsay and rumors

  • Great, thanks dop2000 that sounds like a plan. I'll give it a go

  • Hi all,

    I been working on an idea for a while now, but I'm only half satisfied with the way it controls so figured I should swallow my pride and ask the mother-brain for help.

    Essentially, it's a kind of pullback toy car. Here's the bare bones of it. https://www.dropbox.com/s/5rkgpjwx2tc2wu3/Pullback%20Test.capx?dl=0 Just drag the car back and release it.

    It borrows heavily from the examples of how to make an Angry Birds style catapult, but with Zero world gravity to make it top down, and dampening on the car to make it a bit more realistic (a bit). In hindsight this may not be the best way to approach this but couldn't think of anything better. The main issue I'm having is how to stop the car being moved through walls while it's being pulled back.

    Would I perhaps be better using Drag and Drop behavior to pullback the car? If so how would I make that affect the physics impulse AND be able to stop it when its dragged into a wall? There are no real hard and fast rules here, except that the car must have Physics behavior and it's propulsion speed upon release must be based on how much it has been pulled back.

    Any ideas, suggestions or feedback would be greatly appreciated.

    PS: The cute car asset is from here http://www.kenney.nl/assets/racing-pack

  • Maybe try something simple like

    On enemy Fire (or Missile Activate? Whatever your trigger is)

    Is Player.X less than or equal to Enemy.X then Set Enemy Mirrored

    Is Player.X more than or equal set Enemy Not Mirrored

    If its more of a top down game, then maybe try setting the Enemy Angle towards the player

    Sorry not more help but can't follow that link so unable to look at your file

  • Keep an eye on my Box2D+ plugin in this thread. I'm working on a platform behavior helper plugin that will supplement Box2D+ and allow you to control an object in the same way as the platform behavior, but (of course) it's a high performance physics engine as well. The helper plugin should be ready in the next few weeks...

    Looks great Colludium

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  • Ultimately dop2000 is right. To get this really good you're likely gonna have to go crazy tinkering with physics impulses and all that jazz to somehow make it into tight platform controls. One more simple solution might be disabling and enabling physics and platform behavior. I quickly tried this. Still less than ideal but could be something to get you started KefiRocK https://www.dropbox.com/s/vsahncfjokth2bx/Physics%20Platform%20Test%203.capx?dl=0 Good luck

  • I reckon with a lot of tinkering and some time you could get good results starting out like this? But it would be a big job and probably really frustrating. What about using custom platform behavior on an Immovable physics object instead?

  • Like dop2000 says, if you have an invisible physics sprite pinned to your platform characters movements it should work as long as you set the pinned physics object to IMMOVABLE. Know that sounds weird but the platform behavior will do all the movement for you.

    https://www.dropbox.com/s/8xnnccnv5qf7l2z/Physics%20Platform%20Test.capx?dl=0

    Try fiddling around with something like this

    It does kinda work without an extra physics sprite if you give both platform and physics behavior to your player (and set physics to immovable) like this https://www.dropbox.com/s/nfsjqu7j6sehehl/Physics%20Platform%20Test%202.capx?dl=0 but it feels a little shonky, and you will likely have more control if you pin a separate object. Physics objects can be unpredictable so you want to make sure its easy to turn it off and on again if it misbehaves

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Christmas

Member since 13 Apr, 2015

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