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Keatonian



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6th June, 2004 at 17:18:17 -

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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Klikmaster

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6th June, 2004 at 18:21:42 -

Can you do collision masks in tgf?

 
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Tigerworks

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7th June, 2004 at 11:21:33 -

I'll try and make an example, it's pretty easy to get a basic debris-type effect.

 
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Batchman



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7th June, 2004 at 13:52:54 -

are you using active object for the obstacles ?

then it can be done

 
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Tina Petersen



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7th June, 2004 at 16:26:11 -

i duno know if u could use the objects alterable values

say every 10 miliseconds
add 1 to alt val A
object position (object y)+alt val A
if object overlaying bg y=y-1

maybe stupid just a thought

 
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8th June, 2004 at 00:42:50 -

I know I've done it before using backdrop collisions, although it was a little buggy. Can't remember how I did it though. Am I helpful or what?

 
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Keatonian



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8th June, 2004 at 04:33:06 -

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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Tigerworks

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8th June, 2004 at 06:32:35 -

It's basically impossible to do it without detectors, but you could probably fake it.
I have exams but I will try to make an example some time.

 
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Hernan



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8th June, 2004 at 11:33:58 -

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.



 
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8th June, 2004 at 11:41:54 -

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

Image Edited by the Author.

Image Edited by the Author.

Image Edited by the Author.

 
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Keatonian



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8th June, 2004 at 18:31:19 -

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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ChrisB

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9th June, 2004 at 13:58:26 -

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)

 
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Keatonian



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9th June, 2004 at 14:03:46 -

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

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10th June, 2004 at 02:12:14 -

Object collids with ground - Directioncalculator(rotate towards right)

Wouldn't that work?

 
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Hernan



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10th June, 2004 at 07:32:55 -

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

 
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