Topic:   SC Physics   (Read 64154 times)


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Zoo


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Re: SC Physics
« Reply #120 on: February 13, 2011, 04:42:46 PM »
broken in download. plugin not working.
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Re: SC Physics
« Reply #121 on: February 13, 2011, 04:44:16 PM »
It's incredible to see what GameMaker/SilverCreator have evolved too- way beyond a card-based game engine now.

Kudos!

Gan


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Re: SC Physics
« Reply #122 on: February 13, 2011, 05:11:12 PM »
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broken in download. plugin not working.
I just downloaded it, worked fine. What OS version are you running?

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It's incredible to see what GameMaker/SilverCreator have evolved too- way beyond a card-based game engine now.
 
Kudos!
Yeah the untapped potential is incredible. Just gotta have a good imagination and a will.

Connors


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Re: SC Physics
« Reply #123 on: February 13, 2011, 11:49:28 PM »
I got a question again:
Code: [Select]
ON TIMER 2
 Â  MOVESPRITE 1, shapex(player)-25, shapey(player)-25, TRUE
 Â  rotatesprite 1, shapeRotation(player)
 Â  UPDATESCREEN
END TIMER
I looked in InitializePhysics and I found these arrays.
I'm curious why it works for x and y and not rotation. ???
PS this didn't lag at all, is what you're doing more complex somehow?

EDIT: This polygon doesn't crash the plugin but it acts funny when I drag a small box inside it or into the sides:
Code: [Select]
LET verts$ = "80,30;160,30;180,130;160,130;140,50;100,50;80,130;60,130"

LET cup = Create Polygon( verts$, 200, 150, 1, 0.3, 0.1, "Dynamic", 0)
« Last Edit: February 14, 2011, 12:07:42 AM by Connors »
Warning: The above post may have been modified multiple times.

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Gan


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Re: SC Physics
« Reply #124 on: February 14, 2011, 06:56:40 AM »
Rotation should work. Though it might be in radians when it's suppose to be in degrees or vice versa.
Try: shapeRotation(player)/PI*180
or
shapeRotation(player)/180*PI

One of them should produce some results.

Hm. I'm not sure. The castle demo still doesn't lag for me. I'll have to mess around with the code.

When working with anything small and if you experience strange things, set an object's SetBullet to true. What you're experiencing is known as the tunneling effect.

Connors


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Re: SC Physics
« Reply #125 on: February 14, 2011, 05:56:04 PM »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Gan


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Re: SC Physics
« Reply #126 on: February 14, 2011, 06:07:14 PM »

Connors


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Re: SC Physics
« Reply #127 on: February 14, 2011, 11:17:40 PM »
I think I'll try making a balancing game, it could go enough different ways to keep the players AND my interest for a while. :) Just various situations that require you to not touch the bottom.

PS I don't know why but I'm having issues with the area of any concave edges right now, oddly the rest of the polygon seems to work normally. Like I made a box with a notch in it and the side with the notch glitches but the other side is fine!
« Last Edit: February 14, 2011, 11:28:42 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Zoo


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Re: SC Physics
« Reply #128 on: February 15, 2011, 03:23:17 PM »
The point of ship lander is to touch a platform at a low falling speed while your ship is rotated up. Can Sc physics do stuff like that?
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Connors


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Re: SC Physics
« Reply #129 on: February 15, 2011, 03:49:46 PM »
Yes, absolutely. I made a ship that controls that way already. I'm gonna work out how to use Gan's collision detection and then I can make it work. I might be able to calculate damage based on your speed, but I'll probably just have touching things kill you.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Gan


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Re: SC Physics
« Reply #130 on: February 15, 2011, 04:01:54 PM »
Quote
PS I don't know why but I'm having issues with the area of any concave edges right now, oddly the rest of the polygon seems to work normally. Like I made a box with a notch in it and the side with the notch glitches but the other side is fine!
If you post it, I can examine it. Maybe fix it.

Quote
Can Sc physics do stuff like that?
Oh yeah.  8)

Quote
Yes, absolutely. I made a ship that controls that way already. I'm gonna work out how to use Gan's collision detection and then I can make it work. I might be able to calculate damage based on your speed, but I'll probably just have touching things kill you.
That's making me excited. I'm going to work on making collision detection behave better.

P.S. Zoo, I reloaded your blog page 10 times. Was something suppose to happen?
« Last Edit: February 15, 2011, 04:02:20 PM by Gandolf »

Connors


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Re: SC Physics
« Reply #131 on: February 15, 2011, 04:05:06 PM »
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P.S. Zoo, I reloaded your blog page 10 times. Was something suppose to happen?
I bet he wants it to look more popular. ;)

Quote
If you post it, I can examine it. Maybe fix it.
It happened with that cup I made, if I tipped it over the collision on the inside failed and it fell and disappeared. The boxes went through the top parts. It's the same one I showed you that you said worked.  :-/
« Last Edit: February 15, 2011, 04:25:33 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Zoo


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Re: SC Physics
« Reply #132 on: February 15, 2011, 04:11:54 PM »
That was so I can get lots of hits lol.
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Zoo


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Re: SC Physics
« Reply #133 on: February 15, 2011, 04:12:43 PM »
Damage based on speed sounds awesome.
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Connors


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Re: SC Physics
« Reply #134 on: February 15, 2011, 05:00:24 PM »
You know what sounds even MORE awesome right now?

I've wanted to try and make some objects less affected by gravity, for things like balloons. Can you easily make things float?
Just as useful would be a constant force that you can turn on and off. If I use a timer or the Paint event any upward force seems inconsistent and even jerky. (just try putting an ApplyForce going up into Paint or an On Timer). You could call it "thrust" and it would work beautifully with the upcoming Key Up method. You would basically say "SetThrust shape, amount, angle" and you would turn it off by re-setting it to zero. I keep wanting to make a helicopter or something cause that would be sweeeeet.
« Last Edit: February 15, 2011, 05:14:57 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/