[BEHAVIOR] Sonic Physics

Post your work in progress addons and get feedback

Post » Wed May 31, 2017 10:50 am

@lavareef
If I recall, it was just to try and simplify the behaviour a little, as well as to possibly simplify the min/max jumping that I replaced jump sustain with. The idea was to eventually replace it (either via events or the behaviour itself) with all the various air actions (flying/gliding, S3K elemental shields, maybe the drop dash). As is, the various actions can be replicated via events fairly easily, I think.
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Post » Wed May 31, 2017 1:39 pm

@pixelmonkey

Hmm Totally slipped my mind that it might be tricky to have kept it given the way you change the min max jumping and yeah I guess your right about it not being all that difficult to implement one via events anyways.

How has your progress been coming along by the way since your last update? I know your supposed to be quite busy with other things like life and stuff.
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Post » Mon Jun 05, 2017 3:50 am

@lavareef
Basically no progress lately. I have the time to keep mostly up-to-date on the thread and answer questions, but the first half of 2017 has been the busiest semester at university I've had yet, so I more or less decided to put the behaviour aside entirely for the last few months. Might pick it up again soon, have a bit of a poke at putting another update together, but we'll see.
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Post » Sat Sep 09, 2017 12:09 pm

So, a double-post, but I think it's about time I gave a clear verdict one way or another regarding this behaviour:
In its current state (and considering my current circumstances) it's safe to say that I'm unable to continue developing this.
I haven't wanted to outright say "no I'm not working on this anymore" because the longer I went without updating this the worse it would look and I'd hoped to make at least SOME progress, but it's been so long that I think the lack of progress has given enough of an indication of disinterest, so I might as well make sure it's clear rather than just implied.
To lay out a few of the issues and give a general indication of why:
In terms of code, the plugin is a mess. This was my first time touching javascript (and before starting this I hadn't done anything more complicated than event-based programming, hence why I was using C2 in the first place) and it clearly shows. It was a learning experience, sure, and I've learned enough that I know WHY it's messy and WHAT I did wrong, but taking that knowledge and fixing what are very fundamental issues isn't something I have time for anymore.
Between the messy code and my inability to commit time to this, it became difficult to make any proper headway at all, since most development was in very isolated chunks. As time has passed it's only made it harder to look at the code and not simply see a demotivating brick wall.
I've made a couple attempts here and there to sit down and finish a couple of the bigger bits on the todo list (tilemaps, basically) and between either a lack of skill/understanding on my part or me simply trying to twist bits of C2 that weren't quite intended to be used for this particular thing (or at least not in the way I'm trying to do it) it just keeps falling apart. So I'm afraid I don't have a nice final clean "no-longer-blatantly-unfinished" update.
So yeah, it was still a fun little project, and I've been pleasantly surprised to see how much use people have squeezed out of it. Maybe I'll have a go at a more reasonably-scoped project in the future, see if I can make something a little more complete.
Thanks again for the feedback/interaction.
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Post » Mon Oct 02, 2017 1:35 am

hey man I'm using this behaviour aswell for my little sonic fan game, does this have a feature for making spring physics like the yellow and red springs from the game, I am needing springs to allow sonic to reach higher areas
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Post » Mon Oct 02, 2017 3:02 am

Something along the lines of these events should get the effect you're after:
Image
The second condition makes it so that you'll only get the effect of the spring if you hit it from above, but you can remove it if you want to be able to walk into a spring from the side.
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Post » Thu Oct 12, 2017 11:47 pm

hey Im making a sonic fan game with this behavior
so do you know how to make tails flight?
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Post » Sat Oct 14, 2017 4:00 pm

See the post above yours. You need to set the character's Vector Y to a negative value, although I'd recommend something closer to the jump strength than -1000. The conditions would probably be either "Is Falling" or "Is not on ground" and "Pressed <Jump Key>" instead of the collision condition in PixelMonkey's example.
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Post » Sat Oct 14, 2017 11:09 pm

@TL22

can you make a screenshot of it,please?
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Post » Sun Oct 15, 2017 8:49 pm

PixelMonkey wrote:Something along the lines of these events should get the effect you're after:
Image
The second condition makes it so that you'll only get the effect of the spring if you hit it from above, but you can remove it if you want to be able to walk into a spring from the side.


The only difference is you change the conditions to be "Player not on ground" and "Pressed jump", and maybe the Vector Y value (-1000 is a pretty mighty jump strength). You're going to have to fine tune it yourself depending upon what you have set up in your game. The idea is that you set the Player's Y vector to be negative in order to send them upward, in your case the press of the jump button while in the air. I'd imagine you'd also want to add in a variable to keep track of how long the Player has been in the air, discontinuing flight after certain number of button presses or time. I'd recommend looking at the various double jump tutorials that are littered around the How Do I? sub forum and Tutorials section of the Scirra site to get a better grasp of how to do it.
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