Physics, "free fall", how to?

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Post » Thu Feb 04, 2010 9:51 pm

[quote="Stargoat":geydqowe]Because it doesn't teach the... erm... "player" about events[/quote:geydqowe]
There is this misconception in development that you should do everything the "hard" and "true" way. That is not true at all. If you're looking to learn then yeah you should go learn events. If you want to get something done, then the easy way that works is just as good.
I assume you meant "the creator" and not "the player", as the player doesn't need to know (and shouldn't know) anything about events.

[quote:geydqowe]
Additionally...
-is it faster at run time?
-It's not exactly hard to write those couple of events
-what's wrong with teaching players about physics at the same time as Construct?
[/quote:geydqowe]
-Its faster as the plugins are C++, not interpreted events. It probably doesn't matter, though, at this scale.
-If it's not hard to write the couple of events... then why the fuzz about it? why do more work than needed?
-what is wrong is teaching people to always take the longer road to a destination ;) bad practice!

Custom movement would also be a good idea, it has gravity(by way of force) too IIRC
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Post » Thu Feb 04, 2010 11:22 pm

[quote="madster":2j32u4oj][quote="Stargoat":2j32u4oj]Because it doesn't teach the... erm... "player" about events[/quote:2j32u4oj]
There is this misconception in development that you should do everything the "hard" and "true" way. That is not true at all. If you're looking to learn then yeah you should go learn events. If you want to get something done, then the easy way that works is just as good.
I assume you meant "the creator" and not "the player", as the player doesn't need to know (and shouldn't know) anything about events.[/quote:2j32u4oj]
Making games is a game, a fun passtime --> The player is the creator.

It's not about doing things the hard way just 'cause, it's more about learning the hard way incase you need to use it for something later on. (Also, maybe the hard way has other benefits... easier to read code/events, better structure?). Construct's event system gives the player lots of power and flexibility. Personally, I think most of the movemement plugins are redundant and even dangerous as they do not promote clear thinking and problem solving --> Construct is easy enough to use as it is.
[quote="madster":2j32u4oj]
[quote:2j32u4oj]
Additionally...
-is it faster at run time?
-It's not exactly hard to write those couple of events
-what's wrong with teaching players about physics at the same time as Construct?
[/quote:2j32u4oj]
-Its faster as the plugins are C++, not interpreted events. It probably doesn't matter, though, at this scale.
-If it's not hard to write the couple of events... then why the fuzz about it? why do more work than needed?
-what is wrong is teaching people to always take the longer road to a destination ;) bad practice![/quote:2j32u4oj]


-I don't know much about the internals of Construct, maybe you're right on that one.
-Not sure what your point is.
-This isn't about taking a shortcut for an experienced user, it's about building your knowledge of the program. To elaborate on your analogy to driving... what's better, learning to drive in the rain and snow and at night and in other conditions or just learning to drive when it's sunny and clear because it's easier?

[quote="madster":2j32u4oj]Custom movement would also be a good idea, it has gravity(by way of force) too IIRC[/quote:2j32u4oj]

I was using the custom movement plugin.
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Post » Thu Feb 04, 2010 11:31 pm

<-Looks for "Is on ground" condition in custom movement behavior.....
Nope not there.
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Post » Thu Feb 04, 2010 11:38 pm

[quote="newt":1jkkxdi9]<-Looks for "Is on ground" condition in custom movement behavior.....
Nope not there.[/quote:1jkkxdi9]

Is overlapping --> Push out.

What's hard about that?

Edit: Nevermind, i mis-understood what you were talking about.

Doesn't sound like a problem that couldn't be solved with events, at any rate.

Also, aren't you a proponent of using the custom movement plugin?

Edit 2: Something like the "overlapping at offset" condition of sprites can be used to test if an object is "on the ground" quite easily.
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Post » Thu Feb 04, 2010 11:50 pm

Didn't say anything about push out.
But I will say that wont work for restrain.
Also that using is on ground is quicker to set up, just like is falling, or is jumping.

Edit
Any Im just saying what ever works well is the best way to go.
Perhaps a behavior that works in conjunction with the platform behavior is in order. I mean why be forced to use a different behavior for npc's or ai objects, just because you have to disable player input.
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Post » Fri Feb 05, 2010 1:07 am

okay then.... feel free to do everything the hard way while everyone whizzes past you and finishes several games :P

I know I've been there and I was speaking from experience. You're free to do as you please, I've already explained myself for whoever reads this far =)
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