[BEHAVIOR] Sonic Physics

Post your work in progress addons and get feedback

Post » Mon Jul 27, 2015 8:27 am

@Candescence: Thanks! I've had 2 or 3 attempts at making an event-based system myself, but the whole thing failed to hold up with even the basics, and doing it via a behaviour seemed far more sensible and user-friendly.
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Post » Mon Jul 27, 2015 9:35 am

PixelMonkey wrote:@Candescence: Thanks! I've had 2 or 3 attempts at making an event-based system myself, but the whole thing failed to hold up with even the basics, and doing it via a behaviour seemed far more sensible and user-friendly.


And probably a lot more efficient performance-wise, I'd imagine.
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Post » Mon Jul 27, 2015 9:57 am

Yeah I'd certainly say so. As far as I can tell I've done things in much the same way as the Platform behaviour, so there shouldn't be much impact.
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Post » Mon Jul 27, 2015 10:44 am

Great!!!
Youve done it :-)
So much options to set in your behavior, truly great.
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Post » Mon Jul 27, 2015 12:27 pm

- - - claps slowly - - -

You good Sir Knight are a true Master of the Art.
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Post » Mon Jul 27, 2015 7:37 pm

Still no idea why sometimes the player object gets stuck on slopes. And I mean really stuck, only movement that works is jumping. then is back to normal after i land.
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Post » Mon Jul 27, 2015 8:32 pm

Hooray! I remember seeing you posting this months back on the SFGHQ forums, was hoping you'd come by here and share. This behaviour feels very polished and tight! Nice work.

I have been developing a Sonic engine using just events, and it's turned out pretty well and the performance is great, although there's certainly parts that could be improved but can't be improved easily due to some very specific limitations of C2's picking system (although there are awkward workarounds).

As complicated as Sonic stuff can be, it's good to see a behaviour that does it all for you automatically :)
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Post » Mon Jul 27, 2015 9:35 pm

Ah yeah I saw the Sonic Portal thing on Retro, didn't have an account at the time though. From those videos it certainly looks like you had much more success with the event-based approach than I did. Looking forward to seeing what comes from that!
@KZR: Is it something you can reproduce reliably? I can have a look at it, but I haven't had any noticeable issues on slopes myself.
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Post » Mon Jul 27, 2015 9:49 pm

Try and stop on a slope. I also noticed that when switching between solids, sometimes the player object gets stuck in a strange angle if the contact surface is too thin. As if the object picks the poly line further away rather than the nearest one. I'd say It's best to keep a margin of 16 to 32 pixels on every solid to avoid this strange side picking.

EDIT:

Also, simulating "jump" with default controls off does not work, object is also not rotating at 90 degree intervals like i selected in the properties.
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Post » Sat Aug 01, 2015 1:04 am

Wow, hats off! Pretty nice work, you could teach a thing or two to the guys who made Sonic 4 about old-school "Sonic physics" (at least on episode 1, I didn't try the second one)

Toggling collisions on the slopes and playing with z order you can easilly make the classic Sonic loopings.
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