How do I make this move

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Post » Sun May 29, 2016 10:37 am

Hi, is there any behavior that makes this movement or someone has managed to reproduce it?

https://www.youtube.com/watch?v=mm6UyYOXYfY
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Post » Sun May 29, 2016 2:35 pm

No that looks like its be animated that way not programmed. Programming wise that would take a lot of time.
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Post » Sun May 29, 2016 3:24 pm

@Mirlas That is easy to imitate.
Apply physics behavior and physics joints to the neck pieces and apply a sine behavior to the head.
Look at this tutorial to get you started...
https://www.scirra.com/tutorials/342/physics-bridge
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Post » Sun May 29, 2016 3:41 pm

@Mirlas - I agree with @Lancifer but if you want to do that easily and only drag & drop to program the movement then you can use Spriter Pro and import to C2 as an scml object.
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Post » Sun May 29, 2016 3:50 pm

Thanks !, the example of the bridge is good but when you press 1 for breaking the bridge in half, the behavior is strange when it hits the wall is very rigid.

I guess you could get with the physical library but I meant to do without the library.

The game is Castlevania of super nes.
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Post » Sun May 29, 2016 4:04 pm

Mirlas wrote:Thanks !, the example of the bridge is good but when you press 1 for breaking the bridge in half, the behavior is strange when it hits the wall is very rigid.

I guess you could get with the physical library but I meant to do without the library.

The game is Castlevania of super nes.


Do you plan to break it up?

If you dont want to use the Physics Behavior (a behavior like any other behavior to simplify movements) then you can still just program the movements. One by one, event by event.

I was about to make you an example, but without using behaviours, i am not really interrested.
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Post » Sun May 29, 2016 11:21 pm

Since it looks like the segments have momentum I'd say some kind of chain of springs. Also when the head isn't moving the body just looks like a sine wave along the line from the head to the base, but that may be a result of the springs, at least somewhat. Another thought is it may just be a clever combination of sine waves to affect the angle.
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Post » Mon May 30, 2016 10:04 am

I believe that all parts rotate on a perfect circle (the picture is just an example).
All parties continue to head but with a little late, something I think.

Image
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Post » Mon May 30, 2016 11:46 am

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