Now, I'll try to explain this as best as I can.
I need to, in TGF, create an object, which will
have many copies of throughout the stage, that has
a working and realistic gravity, that can be
manipulated. Worst part, Since there will be so many,
I can't use detectors. They are not all square and may
rotate.
Think of a rectangular box, that can be lifted by the
player, or flung by an explosion. Then it will settle
based on gravity.
And I need to be able to change at will X and Y speeds,
based on their original speeds.
Man this is hard.
A little help please?
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Julia: I'm not sure if you get my problem.
That is what I was doing. It was trying to
develop a collion method, on 2 axis', that
was a problem.
Tigs: Hmm, sounds like what Julia was talking
about. I've seen your explosion + boomerang
examples.
I need them to not just slow down vertically,
but land on their flat sides.
JonWoG: I simply don't have MMF.
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Hey, I created a gravity-engine a month ago. It's sort of a bouncing ball that gets pulled down with gravity, it works on multiple objects and uses no detectors. You can manipulate its movement easily by changin its alt Values .
The bad points are, that it looks a little fake (it bounces before it hits the ground), if the box has animation, it can get stuck, and the worst: it uses 2 Alt Values. You only have one left.
woops, forgot to give the engine
heres the address: members.lycos.nl/zhouman/bouncingballengine.zip
use arrows to control the balls, click on the button to give a boost in the alt value A (thus making it bounce)
Hope you find it usefull, otherwise i probably totally misunderstood your story
Hernan: That is what Julia was talking about,
aka that is the minimum required knowledge to understand
this thread.
Tigs: I admit, if you can find a way to fast loop them to
the object, detectors are fine. Of course, spreading and
loop steps are the basics of that, but how do I check after
placement?
JonWoG: About.
I wish someone would make an extention. That would cut 90%
of this work, but I would not know how to do it and it
would need a lot of controlability.
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Of course it's doable without detectors, you just move the objects one pixel at a time and check for collisions as normal. (Or use Move Safely object to make it easier, but that's MMF only)
Keep in mind that it's the rotating to land on the flatter side that
I can't figure out. I got the movement basically down.
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
10th June, 2004 at 02:12:14 -
Object collids with ground - Directioncalculator(rotate towards right)
hmmm..I just read the whole post again, and I think I (finally) understand your problem. It's the box landing on the ground that's bothering you. Next time, be more specific about what the problem is.
Anyway, why don't you try it doing the simple (and unrealistic) way like Assault Andy suggests?
If you really want it to do the hard way, I'm sure it's possible to do it without detectors. But you'll need exact precision of the pixels and you'll need goniometry
Err.. AA's method would make this:
Box falls:
Box hits ground:
Box spins for eternity.
Not what I had in mind...
-Above post is ancient and probably irrelevant-
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th June, 2004 at 08:33:04 -
It wouldn't spin for eterety. It would only spin until it's direction = right. I'm making 'realistic' suggestions. Because I don't think it would be a good idea to use a whole bunch of objects to make one special effect work. Especially since the limit as we all know is 256.
I'm not sure if TGF has the "Collision Mask" condition, But this is how you could do it. (first include your spinning in the air rotation)
Always - run loop "pizza" (# of boxes times)
On loop pizza
+ Collision mask is obstacle (y pos of box + 5) - Directioncalculator(rotate towards right)
Good tigs, but it is missing the following:
Landing on backdrops
Bouncing off floor
actually rotating...
It is a good fake but it is missing what I want.
If you can chop detector #s by placing it on
the object and running the checks than detectors
are fine, but I want to have as few objects
as possible since I'm working in TGF.
You see, I don't own MMF, or have the money
to buy it. All I have is the trial version
which I use to look at examples...
I see what AA meant now, but it might do a 2##
degree spin to get to right...
PS: Tigs, I don't really understand your avatar
Edited by the Author.
-Above post is ancient and probably irrelevant-
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th June, 2004 at 18:44:00 -
Isn't his avatar of the game 'Terminal Orbit' that has been in production for yonks?
Yeah, it's a really shrunk down screenshot of when I got bored and lined up two huge armies of really powerful units against each other in the level editor. Then I played it. The picture is about one second in.
Landing on backdrops and bouncing off the floor could be done with detectors. What do you mean by 'actually rotating'?
Also you may have problems fastlooping round one detector. The 'Overlapping backdrop' event doesn't seem to work in a fastloop.
Actually rotating, as in not intantly turning to a side but slowly turning on a point of pressure to a side, like in real life.
-Above post is ancient and probably irrelevant-
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
12th June, 2004 at 01:47:21 -
That's freaking hard. It could be easier if hotspots could be moved but they can't. For that your looking at having more detectors than actual game.
Yeah, I'm not sure anyone's ever managed that before, there's definitely some complex maths and algorithms involved with centres of gravity, turning forces, etc.
I just stopped playing Madness Interactive, and was thinking
about this, and Sine and CoSine because of the hand in MI,
and it came to me!
First the object collides with the ground:
Then, we check to see where it collides with the ground:
Then, our rotating is going to be based on the hot spot as is relivant to the
collision point:
Using Sine and CoSine, we move the box on an Arc, until it reachs the ground
properly, by checking the distance between the two points, drawing a circle, and then
positioning the hot spot on the moving position on the arc while making the
direction vary based on its original direction, stored in a value:
(The orange line is the halfway point, it rotates to whichever side of the line the
hotspot is on)
When the main detector and the detector next to it overlap the ground, it stops
rotating. Then the detector next to it checks (there will be six detectors) if there
are more detectors off than on. If there are, then it rotates on the next point.
The only thing is, this could only work in MMF, due to collision point detection,
which I THINK mmf has. Also, I'm not sure how to run the events by placing the
detectors on the object and then running the events. Also, some of the details are
unclear. I'm happy I came up with all of this though.
What do you think?
Edited by the Author.
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An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
It's nice but if your box is moving quickly towards the left, it will hit the ground, fly into the air a little bit and spin anticlockwise very quickly. How are you going to deal with the velocity of the box before it hits the ground?
Edit: MMF doesn't have collision point detection, so you just have detectors on the corners of the box (or the corners that are most likely to hit something, which depends on the direction of the box)
Edited by the Author.
n/a
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
17th June, 2004 at 06:48:11 -
Very nice description with pictures! But 6 detectors? It would be a very cool engine but you wouldn't want to many of those boxes in your game.
Firemonkey is right, that method doesn't take in to account the velocity of the object before hand. If it was moving quickly, it would have enough force to roll over, maybe several times. If it was moving slowly it might fall back like your example shows. Complicated stuff.
Well, that is just the rotation, it might look funny, but it would go to
its side and slide, not just stop.
They are fastlooped to the crates. 6 on the large sides, 2 extra on the others.
Total: 16 detectors.
And silly me! I don't even need to find out where it collides!
Edited by the Author.
Edited by the Author.
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.