BEHAVIOR Ultimate Rope/Chain Generator

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  • THE ONE AND ONLY STRING OR CHAIN ​​GENERATOR

    Hi, Guys, Here Necronomicrón:

    A long time ago, using the C2 editor, I made a tutorial for creating a functional string or chain—nothing like the "ROPE" behavior of the "PIN" object, but a string with physics and behavior appropriate for that object. While it turned out as expected, it's still quite a lot of code and requires at least 3 or 4 sprites to generate. Because of this, I decided to create a behavior that generates a string according to the length you need from the "spanwner" or generator sprite. It's very easy to use, and it can withstand a lot of abuse before becoming obfuscated or turning into a mess—that's a problem with the physics engine :S...but even so, it works perfectly. The sprites have drag and drop functionality, so the demo works on any device.

    You are the testers; let me know if you like it and how you will use it.

    Here's my tutorial, demo, and files...

    TUTORIAL:https://www.construct.net/en/tutorials/ropes-physics-free-length-2158

    DEMO:https://cuerda-rope-chain.netlify.app/

    .CAPX:https://www.mediafire.com/file/82zp29rkh3smofo/CUERDA-ROPE-CHAIN.capx/file

    BEHAVIOR:https://www.mediafire.com/file/ojzi6ppan5iid1f/NECRONOMICRON_rope.zip/file

  • It looks very nice, but when dragged, the ball easily passes through any rope.

  • Yup, its for the density selected, move de green box to the circle or the circle slowly near to the chain.

  • Looks cool!

    I did find a glitch though - if you take the sprite and drag it down from the green box over the beginning of the chain, it can break it and the chain sprites will begin glitching all over the place and slowly falling off screen. This only seems to happen with the 2 longest chains in the demo.

    Edit: ah I see the green boxes can also be moved. If you take them and pull them upward really fast you can break the chain that way as well. Happens with the 3 longest chains reliably. I think it might be due to physics behavior.

  • Looks cool!

    I did find a glitch though - if you take the sprite and drag it down from the green box over the beginning of the chain, it can break it and the chain sprites will begin glitching all over the place and slowly falling off screen. This only seems to happen with the 2 longest chains in the demo.

    Edit: ah I see the green boxes can also be moved. If you take them and pull them upward really fast you can break the chain that way as well. Happens with the 3 longest chains reliably. I think it might be due to physics behavior.

    Hola, si, estoy en conocimiento del bug que tiene el motor de fisicas, esto se debe a que el calculo del movimiento de ls fisicas es posterior al tick de movimiento y las 60 actualizaciones max. de C2 no alcanza a poner los eslabones donde corresponde. Esto se soluciona en parte aumentando el refresco e iteracciones, le puse 120 y 120, con eso quedo mucho mejor.

    Hi, yes, I'm aware of the bug in the physics engine. This is because the physics movement calculation occurs after the movement tick, and the maximum of 60 updates in C2 isn't enough to place the links correctly. This is partially solved by increasing the refresh rate and iterations; I set it to 120 and 120, and it works much better.

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  • I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

  • I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

    Yes, thank you, we're going to create a Chipmunk Physics behavior and give it all the corresponding events and actions.

  • > I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    > https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    >

    > Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

    Yes, thank you, we're going to create a Chipmunk Physics behavior and give it all the corresponding events and actions.

    Okay, the entire physics system now uses Chipmunk2d... it's actually more stable and works wonderfully well... I've implemented the Chipmunk2d .js file.

    Load the new demo and press F5 to refresh the site.

  • > > I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    > > https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    > >

    > > Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

    >

    >

    > Yes, thank you, we're going to create a Chipmunk Physics behavior and give it all the corresponding events and actions.

    Okay, the entire physics system now uses Chipmunk2d... it's actually more stable and works wonderfully well... I've implemented the Chipmunk2d .js file.

    Load the new demo and press F5 to refresh the site.

    Oh cool! That works way better than the default physics engine. Now more sprite tornado if I pull it too fast lol. Nice job.

    Finally I can make a Tarzan game with real physics liana swinging.

    Edit: I haven't tried the new version in game yet but I was thinking, can it extend/shorten chains in real time? Maybe it can be use to make a grappling hook mechanic!

  • Dude, I thought the same thing XD... I'm putting together a .capx file with specific behavior for this rope so that both physics and the throwing, catching, and releasing movements work... let's see if we can create a real 2D Spiderman.

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