Custom Platform best ways?

This forum is currently in read-only mode.
From the Asset Store
Change the size and position of everything without calculating anything!
  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

    I did a bit of research into this, came up with the following -

    1, Couple of tutorials which include all the math needed to do it-

    http://dl.dropbox.com/u/22173473/Collisions.rar

    ( i'm still trying to decipher it)

    2, monsharen made some examples with C2, using the theory and they work!

    http://www.lionsinvests.com/scirra/physics/physics.capx

    http://www.lionsinvests.com/scirra/platformphysics/

    http://www.lionsinvests.com/scirra/platformphysics/platform_physics.capx

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I made a topic on this a little while ago:

    R0jo uploaded a very nice example near the end. Maybe it can help!

  • Ahh, thanks guys, I'll check those out.

    Actually some of that does give me an idea or two for a my tile based system.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)