Rhindon's Recent Forum Activity

  • - Uh...thanks.

    They aren't mine. I downloaded them from an art asset store. They fit best for what I had in mind.

  • Aphrodite - OH! Thanks!

  • Off the top of my head...

    1. Particles: the ability to set the facing angle (not the angle of motion) of each particle.

    2. Particles: collision detection of each particle (understood that this may prove to be problematic on the overhead...so this is just a fun idea).

    3. Conditional events that check for on refocus and on unfocus. There is already a Pause on unfocus, so already there is a system check for it.

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  • Commenting so I can read later...

  • Colludium - Thank you for the explanation. I will surely need to study up, but I think I follow at least a little. I may call on you later for further assist.

  • Also, what is an "arccosine". Even in my brief time in Trig/Calc in high school, I do not recall ever learning about this.

  • Colludium - Alrighty...looking over your revision, in the first Function, "speed and velocity calc", you take the square root of the the sum of the X and Y velocity values each squared.

    Why the square root? What is the meaning of the maths here? LOL

  • Colludium - Just tested your example... WHOOOOAAA!!!

    That might work!

  • sqiddster - "In terms of 'why use physics at all', it's definitely a valid question, but if you've seen how bad the car movement felt when running into anything (i.e. it would come to a dead stop when just skimming a wall), then you'd be able to see why I suggested the move to physics."

    THAT was more of my doing because, given the drift settings in the Car behavior, certain collisions resulted in odd sideways movement that ought not to have happened. It was the lesser of two programming evils. I was trying to figure out a work-around and that was what I came up with at the time. ALSO why I decided to push back the near- and on-track obstacles as we had talked about.

    Colludium - Thank you. I shall check it out.

    One of the things Daniel has been trying to help me with is to keep to the KISS principle so I can actually FINISH a game AND make it FUN. So, I've been struggling to strip back features while still maintaining a quality game at its core. I've spent the last two years slooooooooowly learning how to do that AND how to program with C2, itself. Anyway, long story short, I appreciate the feedback and the suggestions. I need it so I can try things out and figure out what works for my ultimate goals.

    spongehammer - I realized (or Daniel pointed out to me) that part of the problem was that the wheels are attached at a single joint and not being made to stay straight. They were simply reacting to the in-game physics...even if I was applying force dead-center.

  • Colludium - Dude, that was like a whole DOLLARS worth! Thank you!

    The reason for the physics at all was at the suggestion of Daniel (@sqiddster), whose judgment I trust. He's certainly a lot further along than I am and his game, "Airscape", proves to me he's got insight where I don't. And he set up a pretty solid sample car driving capx using physics. So I was just following his lead.

    In his example that he created for me, he was using for wheels rather than just applying force to the body, as you described. So I was trying to emulate his lead.

    Anyway, all that's to say that I'm still trying to figure these finer details out. LOL

    And yes, the purpose of the physics behavior was specifically so that objects - cones, tires, barrels - that are collided into react as believably as possible. But the vector manipulation does sound more adaptable and easy.

  • BUMP

  • .capx https://www.dropbox.com/s/lpnr1lvd6eerzvk/RaceTheRadar%20v%201-9.capx?dl=0

    EVENT SHEET: E Car Controls

    I'm trying to set up a simple racing game where the driving is all based on physics. (I'm getting help from sqiddster, too, but he's busy with his game Airscape, so I don't want to solely rely on him). The ultimate goal here is to allow for smooth drifting through turns that are natural and flowing. I have been trying to use the Car behavior, but I can't quite get the mechanics solid. At best it's manageable; at worst it's like the car is sliding on ice through turns.

    My initial efforts are basic; just setting up the acceleration. My issue is that no matter how even I try to apply the force, the car continues to drift laterally to the left and enters a spin (the wheels also get disjointed when colliding with the layout boundary or an invisible wall I have set...makes me very glad I'm not in the car sales business anymore).

    I have made sure the car height (with frontend initially facing right, or 0 degrees) is an odd number so that the center point where the force is applied is "dead center". But this still had the car drifting laterally. So, I applied force to both of the rear wheels to try to balance out any lateral drifting...no dice; it still starts to spin slowly.

    Now, I get the general gist of physics here...well...what I remember from 8th grade. LOL But as applied in C2, I'm having trouble understanding what C2 is "thinking" when taking what I've programmed. I'm trying to read C2's mind so I can figure out what I need to change and why it's processing something different than what I intended.

    I'd appreciate any input and suggestions to solve this matter and to understand the C2 physics engine.

    (PS - I have read the manual and the tutorial by ASHLEY.)

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Rhindon

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