[BEHAVIOR] Sonic Physics

Post your work in progress addons and get feedback

Post » Mon Sep 26, 2016 10:50 am

Sorry for bugging, but it seems the 90 degrees interval is causing display issues in the UI sprite that's attached to it, when the Behavior sprite is on a slope, and the UI sprite is a circle (like a soccer ball). For obvious reasons, it looks like it's in standing in mid air until it reaches a plain again.

Is it possible to change the intervals to 1 degree so it's more accurate?

Thanks again :)
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Post » Tue Sep 27, 2016 5:39 am

@trueicecold
Right, ok. I'm assuming what you're referring to is also visible in Rilem's example, where Sonic goes from being slightly embedded in the ground to being slightly above the ground at the corners of the inverted loop?
That's something that's part of the whole rotation thing on the todo list, so eventually the behaviour should provide a simple expression to retrieve X/Y values to offset the display sprite by, but for the time being, try using something along the lines of this:
Image
Also of note is that when doing the above, if your main Sprite is a square you shouldn't need to rotate it at all, as in the example capx.
Still a bit messier than just an expression (and could be refined further) but it addresses the main problem, I believe?
EDIT:
Oh, and the base offset value there assumes you're using a 32x32 sprite. If you're not, the value should just be the difference between the width (or height) and the diagonal of your sprite.
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Post » Tue Nov 01, 2016 12:39 am

Can you provide the latest version you have?
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Post » Tue Nov 01, 2016 2:06 am

@patchester:
The latest version that's in a releasable state is in the opening post. I notice that the example html isn't working now that Dropbox has changed the way they do things, so I'll need to get that sorted out at some point, probably switch to itch.io. I have been working on an update, but there's still some more changes that need to be made before it's actually usable.
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Post » Tue Nov 01, 2016 8:54 pm

@PixelMonkey try bitballoon.com, it's free and simple!
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Post » Thu Jan 05, 2017 7:06 pm

@PixelMonkey

Hi,

Might have found a bug although I think it has more to do with the way the environment was put together.

Basically the box slides down the left purple angled platform and falls on the ground instead of sliding down onto the straight purple line.

The way to make it happen is that when you stand on the flat purple part, then jump onto the angled part but stop touching any controls. If done correctly you'll slide down through and drop to the bottom. Again im not sure if it has anything to do with your behavior or just the platforms themselves the way they are set up.

Image
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Post » Thu Jan 05, 2017 11:13 pm

@lavareef
Hm, yeah, jumpthrus have a few issues. I'd noticed similar issues before, and it seems to boil down to the behaviour not being able to pick which jumpthru to stay on when sticking to a slope. Another related issue is when moving in the other direction and the behaviour decides to not notice the upwards slope and treat it as a background object. From playing around with the standard Platform behaviour, it seems like this is an inherited issue that mostly occurs at low speeds (such as in your example when letting the behaviour move down the slope on its own).
In all honesty I don't see myself having time to fix this particular issue quite yet. I've still been chipping away at things in my spare time, but this is a fairly fundamental issue based around how jumpthrus are handled. When some of the more essential features are done (like tilemaps, which I'll still get to soon, I hope) I might well see if I can find a solution that works better for this behaviour, but for the time being, I'd recommend making jumpthru slopes all based on one object (like the chunky purple slope blocks), or simply cutting down on jumpthru slopes (which isn't ideal, I'm aware).
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Post » Wed Feb 22, 2017 7:51 pm

@PixelMonkey

Hey just had a question regarding the plugin in general and its future.
Do you plan on moving development of the plugin over to construct 3 in the future or plan to keep it a construct 2 thing? Or maybe even both?

I know its not a very easy question to be answering at this point in time but I guess I was just wondering what your thoughts were on the matter at the present moment.
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Post » Thu Feb 23, 2017 11:42 am

@lavareef
Good question, though not one I have an answer to yet. I don't know if anything much has been said about Construct 3's addon support yet, so I don't actually know what the process will be like. I don't assume it'll be unreasonable, though, so I don't see that as an obstacle. That said, time always has been and probably will always be an issue on my end, and on top of that I'm still undecided whether or not I'll be upgrading to C3 myself. The subscription model doesn't particularly appeal to me, and while I'm interested in seeing new features to come, none yet seem to justify the cost, personally.
So short version: May or may not upgrade to C3, may or may not then have time to convert.
If it did happen, though, I'd probably try to keep both 2 and 3 supported, unless 2's userbase drastically lowers (which I don't expect would happen overnight).
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Post » Tue May 30, 2017 11:17 pm

@pixelmonkey Don't know why I only realized this now but was there a reason you decided to completely remove the double jump as an option for the behavior?
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