is it possible...

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Post » Sat Mar 01, 2014 5:21 pm

To make a good sonic game without loop de loops and physics?
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Post » Sat Mar 01, 2014 8:35 pm

There is a sonic game made with construct 2 floating around somewhere - and it is really good. Can't remember how I got it, or if I can share it but it is called SCW2.capx

693 events
10 mb memory
No physics if I remember correctly.
and author nailed the loops - he did a great job, but never completed it.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Sat Mar 01, 2014 9:24 pm

Loops are the easy part (just a but math) .. making solid and finished game that has some *value* in it.. That's hard.
Need help? Upload .capx file with your question.
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Post » Sat Mar 01, 2014 11:54 pm

I cant figure out the loops.
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Post » Sun Mar 02, 2014 12:45 am

Sorry.. not making the capx to test this myself, but this should work.

Firstly.. lets assume that you are using the regular platform system for movement. Secondly.. that we are talking something that is only one-direction (running from left to right) and the user don't have ability to jump&etc while inside a loop.

At the bottom of the loop, add invisible sprite that is hit by player running left to right.

Once the hit happens. Store the player X and Y speed, position etc.
Disable the platform-behaviour..+ calculate the angular speed (based on loop radius) and

While inside the loop: keep moving player forward (get x/y coordinates from angle) increasing the angle so that momentum appears to be kept.

When the player is once again at the bottom of the loop. (where the loop started)
Kill the angular-move loop, reset the player coordinates (in case of rounding errors) and enable the platform behavior so that player can continue running towards the right.
Need help? Upload .capx file with your question.
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Post » Sun Mar 02, 2014 2:37 am

I'm not math smart, so I didn't understand any of that. Sorry, lol.
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