PLATFORMER: Player and physics

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Post » Sat Nov 05, 2011 8:21 pm

Im telling you, combining these two behavours in a desired way can be avfuly difficult to give the platformer game a feeling of physical control.
I tried also private and global variables to prevent the player pick more than one object at once but then the player got trouble to trow them around.
Here is my try...


Sudgestions and examples with other ideas for this topic are welcome!



Example contains:
-Platformer combined with physic object
-Platformer standing on, picking, pushing and trowing physic objects around


File: http://dl.dropbox.com/u/5214903/GM/pvsp.zip
or CapX: http://dl.dropbox.com/u/5214903/GM/pvspp.capxMiu32011-11-06 08:57:48
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Post » Sun Nov 06, 2011 12:00 am

Miu > it would be great if you could share .capx instead of zipped project for such test.
This way I just have to download and run, and I don't have to create a folder and unzip a whole project just to run a c2 test.
And for that, you just have to "Save as single file".
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Post » Sun Nov 06, 2011 9:01 am

[QUOTE=Yann] Miu > it would be great if you could share .capx instead of zipped project for such test.
This way I just have to download and run, and I don't have to create a folder and unzip a whole project just to run a c2 test.
And for that, you just have to "Save as single file".[/QUOTE]


*Edits* done

One thing allthough i find interesting is that when others have a link clearly with .Capx, my pc still downloads it a .zip file.
Anyway,hope this is better for you
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Post » Sun Nov 06, 2011 10:17 pm

Hmmm I'm a bit too lazy right now to do any testing.
But I think, in platformer, the benefit of using physics it for objects falling or objects interacting with other physics objects.

So I think you should deactivate the physics behavior as soon as the platform character interact with it. Because the main issue with physics and platformer it the fact that platformer characters doesn't behave realistically.
platformer character and physics object are in two different world with different rules.

So deactivate physics on interaction with an non-physical object.
I you want to throw a block, reactivate the behavior the moment the object is thrown and do a "set impulse"

It may be a bit more complicated than what I just said, but the idea is to really think about what you expect to be from the physic world and from the platformer world. Pushing, Carrying, doesn't have to be physically right, but falling and bouncing should.

That was my thought :DYann2011-11-06 22:19:18
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Post » Mon Nov 07, 2011 6:33 am

I would just make a custom platformer behavior using physics. it couldn't be that hard.
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Post » Wed Jan 11, 2012 6:48 pm

Nice example, Miu3.
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Post » Sun Jul 21, 2013 3:37 am

Real nice! Have you tried to make a game using this system?
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Post » Sun Jul 21, 2013 6:48 am

I was also thinking about this type of game, I have seen one very good demo of Physics platformer on youtube and was just got excited after seeing it. But I am not very good with C2 now, maybe later.
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Post » Sun Jul 21, 2013 9:14 am

Here is my test using physics behavior for platformer Capx
A bit messy but there aren't so many events.Katala2013-07-21 09:26:13
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Post » Mon Sep 16, 2013 5:27 pm

@katala , thanks for the work. :D

I want to ask one thing that making a physics plat-former game, we have to do everything with the help of physics, can't it be make with platform behavior.
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