Rotating Platformer Example, how is this done?

Get help using Construct 2

Post » Sat Oct 04, 2014 9:13 pm

Hello everyone! I have a question I just cant figure out the remedy for. I like this game in the Arcade http://www.scirra.com/arcade/addicting-rotary-games/782/buildvival-sandbox-builder.

It is a rotary example, where a character rotates around a circle, but how can you achieve this with checking the collision on a circle? There is no way the circle has tons of collision points all the way around the entire circle. I cant find out how this was done.

Any help is appreciated! :)
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Oct 04, 2014 9:33 pm

Check: http://store.steampowered.com/app/293240

Every Tick: Player > Platform Behavior > Set Angle of Gravity > angle(Player.X,Player.Y,Planet.X,Planet.Y)
Every TIck: Player > Set Angle > angle(Player.X,Player.Y,Planet.X,Planet.Y)

Player is simple player controller with platform behaviour
Planet is solid shape with 'rounded' polygon collision. If you look at your example while you're running you are actually going up hill then downhill then uphill then downhill.. Those are the peaks / points in the collision shape.
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
B
27
S
8
G
3
Posts: 384
Reputation: 5,020

Post » Sat Oct 04, 2014 9:47 pm

80bit wrote:Check: http://store.steampowered.com/app/293240

Every Tick: Player > Platform Behavior > Set Angle of Gravity > angle(Player.X,Player.Y,Planet.X,Planet.Y)
Every TIck: Player > Set Angle > angle(Player.X,Player.Y,Planet.X,Planet.Y)

Player is simple player controller with platform behaviour
Planet is solid shape with 'rounded' polygon collision. If you look at your example while you're running you are actually going up hill then downhill then uphill then downhill.. Those are the peaks / points in the collision shape.


@80bit

Hey thanks for the tip! Is there a way to allow rotating around a circle without that up and down motion?


I understand it will probably have to be some math involved, as I might have to check for the distance the player is at, and the circle radius making a collision.
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Oct 04, 2014 11:13 pm

@80bit I saw that game before and I was really interested but I didn't know it was made in C2. How long did it take you to make that? Have you made an other games?
B
56
S
15
G
13
Posts: 826
Reputation: 17,645

Post » Mon Oct 06, 2014 2:01 pm

you could do it like this but, little tricky it will get once you add more movements etc
You do not have the required permissions to view the files attached to this post.
B
249
S
39
G
15
Posts: 1,952
Reputation: 40,579

Post » Mon Oct 06, 2014 5:17 pm

Tekniko wrote:@80bit I saw that game before and I was really interested but I didn't know it was made in C2. How long did it take you to make that? Have you made an other games?


Ive been working on this game since about November last year. So almost a year now.. It's my first 'real' game. Anything before this was just experimenting with C2 for a couple years.
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
B
27
S
8
G
3
Posts: 384
Reputation: 5,020


Return to How do I....?

Who is online

Users browsing this forum: No registered users and 17 guests

cron