Lou Bagel's Recent Forum Activity

  • There's something I threw together tonight - this is the concept I was looking for, not exactly realistic but the physics making the part hit move

  • I am not using families in this case but I only have one type of enemy (so unnecessary, correct?)

    I thought if I use the system condition compare two values that it would not select any instances for the action? Or will the instance from the for each carry through?

    Sorry for the nooB questions, but understanding these basics will help me greatly moving forward.

    Also, does for each run every tick?

    Thanks,

    Chris

  • That makes perfect sense for measuring the distance between the two but what would the event be?

    If (dist(x1,y1,x2,y2) < 100)

    I have to use an event through the enemies selection so it will only select the applicable instances - I don't see how I can use that.

    I guess I could create an instance variable, set it to 100, and then compare instance variable to dist(x1,y1,x2,y2).

    Thank you, I wasn't aware of that. But I still feel like there should be a way without an instance variable. I like Construct but have had much frustration on the simplest things like this.

  • Hello,

    I feel like I should be able to figure this out, so sorry, but my brain is just not figuring it out at the moment.

    Simply put: enemies are moving towards your character and when get close do a different action (jump at them), so am trying to compare X but am just not getting it:

    So would think could use Enemy compare X so it would only select the instances of the enemy that are close, lets say withing 100 pixels so it would be if abs(Enemy-Character) < 100.

    But I have to use the comparison Enemy <,>, etc. and it is not hitting me what to do as Enemy.X < Character.x +100 does not work as enemies are coming from both sides.

    I am about to just add LOS to enemy out of frustration, could use an instance variable also, but thought there would be a simpler equation as a solution.

    Thanks,

    Chris

  • My two cents:

    Fake it!

    A lot can be done with animations, maybe using something like brashmonkey spriter to do the bulk and only creating the ragdoll (or just parts) at certain times on impact..

    Full physics body movement is nearly impossible to get right..

    Initially thought this wasn't going to be helpful but point taken. I doubt I will be able to get a realistic fluid walking motion with using forces and impulses.

    For the sake of practice and learning I want to see how far I can take physics though.

    Has anyone played with using platform behavior and then upon impact disabling platform behavior and enabling physics? Not my first choice but as LittleStain said, I might have to fake it!

    Thanks for the input LittleStain

  • Hello,

    I am thinking about making a human with physics behavior and how to make it realistically respond. Imagine a street fighter type game - character you control can punch and kick and respond realistically when getting struck - and like a ragdoll when getting struck with significant force (like an explosion).

    I have not started on this yet, I know it is typical to attach a project when asking for help, but don't be a hater - I am not asking for anyone to do all the work for me just thoughts from those that have used physics and their experiences - not complete solutions. I feel like this will take a lot of trial and error so even a small tip could save hours of testing.

    First of all, I was thinking...

    Animations:

    With reading in the manual about physics behavior not responding well to non-physics behavior, I would think that creating animations for punching and kicking (with arm/leg protruding) would not respond well with the physics behavior as it would be a sudden change in the sprites collision polygon (any experiences with this). If true, should all animations be excluded to keep physics engine from behaving unrealistically? Or will it have no effect if the collision polygon is unchanged?

    If animations are out then the only other option I could think of is...

    Joints:

    Create a sprite for each body part(head, torso, then left, right, upper and lower legs and arms) and connect them with a joint. Then if a force/impact is applied to the fist going away from torso hopefully arm will straighten out and objects struck will react realistically.

    This would also give the ragdoll effect when getting struck but leads to the issue of...

    Rotation:

    I don't want to prevent rotation or else when struck it wouldn't seem realistic - also so can get knocked over if hit hard enough - but don't want the character teetering back and forth like he's completely inebriated (maybe when health is low). Not sure how to handle this but thought to try:

    -make legs (lower or both lower/calf and upper/thigh) not rotate-able

    -preventing rotation and then enabling upon collision

    -giving lower legs high density and putting origin at feet (to try and weigh him down)

    Like I said - not looking for "solutions" as this is complex - just thoughts and experiences from physics users. I am looking to give this a try as soon as I get some free time.

    Thanks in advance for any responses,

    Chris

    FYI - I have read the manual on physics, looked at the physics templates (including rag doll), and searched the forums. I haven't come across anything like this.

  • This looks awesome!

    Where will it be playable at when released (and what platforms)? Is it multiplayer? (sorry if I missed that info somewhere)

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  • Thanks LIttleStain! After downloading the zip file on the second link I think seeing that example I will be able to get it accomplished similar to his using xml.

    If anyone else has any comments I'm all ears as I am always trying to learn but I think I'm set on this part.

    LittleStain - I see your profile says you are a graphic designer and love to see your designs become interactive - you have any art I can play with? I'm just trying to make small projects right now to learn all the aspects of Construct and it sure would be more fun if it looked nice as opposed to using red and blue squares or any horrible art I made quickly. If you want to share anything I'll make a game inspired by the art.

  • Wanted to post to point out that you can avoid touching the ground/walls at all by pressing the up arrow repeatedly. I did that all the way to the high scores leader on my first time playing - until my finger got tired. (you can delete my score - Name:CT Score: 874)

    Nice game though

  • Hello,

    I have a character that is saying a new line every few seconds.  I want to get all the lines into an array and loop through them simply:

    -change text to array.at(x)

    • add 1 to x

    -wait

    Working fine with the first few lines as I have added them to array on layout start.  But instead of adding all the lines on layout start I would prefer to load from an external file for two reasons:

    1) So I can edit the lines without having to republish the project

    2) To not use up a lot of command lines as I am using the free version currently (contemplating upgrade)

    On a previous project I have used Ajax/Php/mySQL for a high scores table and could go that route but thought I could cut out a step using JSON or XML, which I am not as familiar with though.

    Project will be uploaded so external file would be uploaded as well.

    So if you were doing something similar how would you go about it?  If there are good examples please point me to the project files.

    (please note, I prefer not to use plugins)

    Thanks

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Lou Bagel

Member since 7 Sep, 2015

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