Platform Physics

Discussion and feedback on Construct 2

Post » Mon Oct 31, 2011 5:12 pm

[QUOTE=Kiyoshi] Nice example. But the idea is to make his movement as "Mario Style" as possible. So the movement "damping" must be high. I don't know what other paramaters to tweak though.[/QUOTE]
Just make an event to apply an opposite force whenever the move keys are not pressed. If you apply the whole opposite force it will stop instantly, if you want a smooth damping multiply it by a float between 0 and 1 before applying.

[QUOTE=Candescence]
Anyway. It seems clear to me that there are a couple of features missing to make a fully-featured Mario/Sonic style platformer:

- Families (duh!)
- Using events to selectively choose what a certain physics object can collide with or pass through...[/QUOTE]
You mean a (physics based) platformer, and that's not totally true.
Families is obviously an extremely useful feature for any game, but it's certainly possible to make things work without it, it's just more labor intensive.

In the same way it's possible to make a "loop gate". It would be really handy to have an action to activate and deactivate physics from an object through events, or even have selective collisions, but for now you can make an event to set the physics to "immovable" and move the "gate object" to another position. You can then place an identical object below the "gate" so nobody will perceive any visual difference.

Again, it's already doable, although it would be really nice to have some features to better support it.Animmaniac2011-10-31 17:14:35
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Post » Mon Oct 31, 2011 8:55 pm

Farseer, we used here with XNA. Is a good physics engine, but we have many problems with water.
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Post » Tue Nov 01, 2011 11:48 am

[quote]You mean a (physics based) platformer, and that's not totally true.
Families is obviously an extremely useful feature for any game, but it's certainly possible to make things work without it, it's just more labor intensive.[/quote]
Families is an upcoming feature anyway (probably within a couple of builds, I think), so...
[quote]In the same way it's possible to make a "loop gate".[/quote]
True, but still...

Anyway, I've implemented an angle detection system (originally designed by Davo) that doesn't rely on the actual object's rotation to work. There's a slight problem with jumping, however - at random, jumping causes the player objects to shoot up at incredible speeds for no apparent reason (and no, my angle code ain't the problem).Candescence2011-11-01 11:49:33
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Post » Fri Dec 16, 2011 6:07 am

So. I've been thinking about this lately...

Who wants to start a collaborative project to create a physics-based platforming engine, with rotations, a physics-based environment ala Trine, that sort of thing? That could be an interesting way to gain exposure for Construct 2.
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Post » Wed Jul 11, 2012 4:45 am

any progress with this?

My motorbike can't do a full loop yet :(
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Post » Wed Jul 11, 2012 5:00 am

No progress afaik :( Event then i don't mess with physics much.
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