# How Do We Create A Jelly Effect Like "The Floor Is Jelly"

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************ 2D top down floor spikes **************
• http://store.steampowered.com/app/295750/

Im inspired by this game and i would have to say that its the best looking game ive seen in awhile. Would it be intensive to create a jelly effect like the ground has in that game? as soon as i seen it i got an idea for a project and i want to prototype it once i learn how to make this effect.

• There's an old example here:

It's basically just springs.

• R0J0hound what!! im going to that thread right now. Thanks for your response.

• R0J0hound i dont understand how you did that at all but it looks amazing. I tried all 3 examples on that page but only one was suited for platform movement but the player got pulled inside of the floor and was trapped. Is there any tutorials on how to set springs up in construct 2? This effect is so cool and maybe one of my favorites now. I really need to learn how to understand these better.

• The object getting stuck inside the floor is an unsolved problem currently. The collision response in the capx's was only partially solved.

The springs are not done in a way specific to C2. You should be able to google spring physics tutorials to get the math explained. This may be a good source:

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• Here's another example exploring what can be done:

https://www.dropbox.com/s/4o28kqq4b30pb ... .capx?dl=1

/examples34/spring.capx

I commented it a lot and in many ways it's cleaner than what I've done before. I'm figuring it out as I go and unfortunately it would be too lengthy of a tutorial for me to write. Math used is some simple physics such as:

distance = speed* time

speed = acceleration * time

acceleration = force*mass

spring_force = -spring_constant * displacement

damping_force = -damping_constant * relative_velocity

Also vectors are used. addition, subtraction and dot product.

The dot product is used to get the speed in a certain direction.

Some simple trig is used too.

The collision detection uses the dot product to get the distance from a line. Otherwise everything is a mix of that.

There are two unsolved things in this:

1. The spring mesh can be made to fold in on itself.

2. The balls can teleport through walls if either are going fast enough.

• Here's another example exploring what can be done:

https://dl.dropboxusercontent.com/u/542 ... pring.capx

I commented it a lot and in many ways it's cleaner than what I've done before. I'm figuring it out as I go and unfortunately it would be too lengthy of a tutorial for me to write. Math used is some simple physics such as:

distance = speed* time

speed = acceleration * time

acceleration = force*mass

spring_force = -spring_constant * displacement

damping_force = -damping_constant * relative_velocity

Also vectors are used. addition, subtraction and dot product.

The dot product is used to get the speed in a certain direction.

Some simple trig is used too.

The collision detection uses the dot product to get the distance from a line. Otherwise everything is a mix of that.

There are two unsolved things in this:

1. The spring mesh can be made to fold in on itself.

2. The balls can teleport through walls if either are going fast enough.

Hey, is there a way that you can reupload this .capx file? I want to see what it's like and hope it can help with my project. Thanks.

• Wow!

Thanks This presets such amazing possibilities.

I am going to make something so perverted with this

There are two unsolved things in this:

1. The spring mesh can be made to fold in on itself.

2. The balls can teleport through walls if either are going fast enough.

I actually found those two aspects to be the most amusing parts of the demo. Made me laugh, and that is the goal of ... Life really.

• I must say, that was inappropriate.

• I must say, that was inappropriate.

Don't worry, I'd never link to my naughty games on a family friendly site. But I never thought just mentioning they exist would offend anyone.

Sorry if it bothered you, but it was just so ... Obvious (to me).