[BEHAVIOR] Sonic Physics

Post your work in progress addons and get feedback

Post » Tue Aug 02, 2016 10:33 pm

@Poxnixles:
Thanks for pointing that out, I'll get it right the first time one day. Fixed, I think.
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Post » Sun Aug 07, 2016 6:43 am

Hi,
Just had a question about this behavior addon. (really awesome work btw)
I know the main purpose is for it to be used to make Sonic FanGames, but if one were to create an original game using this addon and sell it commercially; is that allowed? and under what conditions?

Also, are you planning to create any other type of plug ins to compliment this one?

Maybe my first question would make more sense in the context of that I think you could probably sell this add on (once it's fully finished) on the scirra construct 2 store.
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Post » Sun Aug 07, 2016 11:42 pm

@lavareef
As long as the work is your own IP (basically what Freedom Planet did) then I don't think there would be any issues. Regarding selling the behaviour, the way I see it is that I've built this behaviour off of the Platform behaviour and the freely available Sonic Physics Guide, so I wouldn't feel comfortable selling it. Besides which, the Sonic fangame community has a pretty long history of engines and templates provided for free, and I don't really think they'd care to purchase it with so many free alternatives out there. Having the behaviour (and the template that I eventually plan to make to go with it) free means it's more accessible for people to just pick it up and play around with it, which is the end goal here.
As far as other plugins go, nothing to specifically go with this, I don't think. I'd like to have a go at a grapple hook/swinging behaviour to go with the Platform behaviour (and by extension, this too) at some point, but that's a fair way off I think.
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Post » Mon Aug 08, 2016 1:26 am

I can respect that decision. Hadn't really considered those facts. I just know you're probably working hard on this and it's at the very least time consuming. Well if I ever make any kind of game with this behavior I'll be sure to include you in the credits :p Again thanks a lot for your hard work.

I was originally gonna go with the sonic worlds engine to play around with but once I tried C2 and Fusion2.5 it was clear which is easier to use and read. Once I discovered your behavior there was no turning back.

Guess the only con for C2 is no native exporters I guess? I've read mixed things about tje C2 wrapper exporter thing for turning your game into an exe file.

I'll be sure to report any bugs if I find any.
Thanks again :)
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Post » Mon Aug 08, 2016 6:15 am

@lavareef
No worries, the support is appreciated.
As far as the exe wrappers go, I'm not really in the loop. My understanding is that there were some issues on Chromium's end for a while that have since been resolved (though that may have been another matter entirely?), so things should currently be in working order, I believe.
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Post » Mon Sep 26, 2016 8:37 am

Amazing job!!! works pretty well!

Few things though:

1. Could we have an option to rotate the sprite in accordance to the slope?
2. Could we have circular collision polygons? right now I need to define about 25 polygons for a circle, and it's still not good enough, if I rotate if depending on speed (the collision start to act up).

Thanks and well done!
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Post » Mon Sep 26, 2016 9:16 am

@trueicecold
Thanks, appreciate the feedback!
Rotation is indeed on the todo list in some form. After trying a couple of things it seems like the most straightforward way is to keep automatic rotation to 90-degree intervals (which, as I understand it, is how the classic Sonic games handled it anyway). This will still probably require the user to define the left and right corner points that they wish to rotate around (though it'll probably default to the bottom left/right corners of the bounding box for simplicity's sake).
Regarding your second question, I'm not entirely sure I understand. Collision polygons are limited by Construct 2 itself to be made up of segments, rather than being truly circular. That said, I don't think the limitation is too much of an issue. The example capx has curved surfaces made up of only a few segments, but even that is enough to give the illusion of a curve.
If, however, you're rotating the sprite with the behaviour itself, then I can see where you'd be having issues. In the current version of the behaviour, the base sprite should be kept unrotated (or rotated manually only at 90 degree intervals). I'd recommend making the base sprite invisible, and overlaying another sprite used purely for display purposes. Rilem had a brief example that seems to work reasonably well:
Rilem wrote:
Poxnixles wrote:
Rilem wrote:Good luck, can't wait to see this finished. :)
Image

How'd you get the surface rotation to work here exactly?

Image
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Post » Mon Sep 26, 2016 9:39 am

Thanks for the prompt answer :)
Actually I tried to rotate the sprite with the behavior itself, didn't think of having another UI sprite to pin to it, that could solve the rotation problems.

And the SurfaceAngle expression should help solve the second request :)

Thanks a lot!!

Another question if I may: I want to define that when it reaches the peak of a mountain, let it jump in the air instead of sticking to it. Is that possible?
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Post » Mon Sep 26, 2016 10:03 am

@trueicecold
The behaviour is meant to automatically jump off the end of the ramp, assuming the angle is sufficiently different (since you don't want the behaviour losing its grip on an ordinary downhill slope). The bug that's causing it to not do that, however, is that when the sprite is sitting on a solid's corner it still thinks it has the uphill angle, rather than either swapping to the downhill one or 0. It's an unintended consequence of the fact that Construct 2 uses collision polygons for collisions, while the original games had a single sensor in the middle used to retrieve angles.
After I fix the issue I'm planning on adding a property that allows the stickiness threshold to be specified, but for the short-term I'm afraid I don't have any suggested workarounds. You could potentially try and force the VectorX/VectorY, but that would probably get very messy very quickly.
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Post » Mon Sep 26, 2016 10:13 am

Ahh ok, so in the meantime I can live with a "jump" button :)
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