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Topic: Advanced Ragdoll examplePosted: 05 Jan 2012 at 12:00am |
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Here's an example of a ragdoll character i am hoping to include in a game.
There's no instructions, just run it and the dummy will do the rest. ![]() ragdoll |
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http://www.youtube.com/user/johnbrobs
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Posted: 05 Jan 2012 at 5:39am |
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Looks great! What kind of game will you be building around this?
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All's fair in love and war, kid.
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Posted: 05 Jan 2012 at 10:54am |
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Some sort of space based physics game? ..anyway here's the capx if anybody wants it. Example |
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http://www.youtube.com/user/johnbrobs
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Posted: 05 Jan 2012 at 11:42am |
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Thank you so much for your exemple.
I noticed now is possible also joints constraints. Fantastic! Now I'll redesign my game
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Posted: 19 Jan 2012 at 5:58pm |
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Hey man!! Its a big help xtra full done!!
Thanks for the show!!i really appreciate it! |
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Posted: 30 Jan 2012 at 2:24am |
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Thanks Chris this will come in handy!http://www.scirra.com/forum/smileys/smiley1.gif
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Posted: 30 Jan 2012 at 3:49am |
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This is the coolest thing ever, Chris! I just happened to have a cutout fantasy character laying around, so I wired him up and he was floating around in space in no time.
It's actually rather creepy in a way. I spent a lot of time making this guy, yet he was never more than just an electronic paperdoll who would animate the way I made him. But now... He's alive. I'm going to add his other two limbs and then I'm going to watch him thrash around awhile. I may not sleep tonight. |
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Posted: 20 May 2012 at 1:32am |
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Very Nice.. Has anyone else done something else with this? I would love to see someone figure out a way to have RagDoll and Platforming co-exist, like w/ normal sprite behaviors for walking/running/shooting/etc.. but then for falling, jumping, swinging, climbing, bouncing, getting hurt / shot have it physics enabled so he could thrash around... I have a sidescroller game in mind already, and am looking for ideas / ways to make this work together.. I may end up with faking the physics and just doing normal sprite animations for everything, but it would be alot kewler if I could turn it on and off, especially for my game in the works.. ;')
Thanks for any and all help with this, ideas, suggestions, code examples, etc.. Thanks.. Ken aka StOrM3 |
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Posted: 20 May 2012 at 10:57am |
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--------------------------- I think it's better to keep physics objects and platform objects seperate. You could always have a character (animation framed) for the platform stuff and a hidden physics based 'clone' that you would use for crashing, falling etc...you would just need to make triggers to make them appear and disappear. -------------------------- Heres another example using the dummy to simulate a crash- ![]() Test Capx |
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http://www.youtube.com/user/johnbrobs
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Posted: 13 Feb 2013 at 11:30am |
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The dropbox download link has no longer available,please reupload it! :)
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