# Rotating platforms don't work

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• 9 posts
• I've been pondering an issue regarding rotating platforms.

Now, we all know that Constuct 2 handles horizontal, vertical, and diagonal moving platforms beautifully. However, if you have a look at this capx you will see that Construct 2 can't handle rotating platforms at all. The player slides along the ground unnaturally, and it takes longer to circumnavigate the sphere in one direction than it does in the other.

Now, I understand this lack of support as they have relatively little use in games that don't involve gravity shifting. But, I am curious to see how you guys would go about getting a good system up and running.

It gets even worse when your rotating platform isn't a circle, as in this capx. It is using the gravity method I used in AirScape, and the whole terrain is rotating around 1 point. The character moves around terribly and it barely works.

Anyone have any ideas?

• Well its not bad considering you're rolling around on a polygon rather than a circle.

You could probably smooth that out a bit using anglelerp()

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• newt the polygonal quality isn't the issue - the issue is the fact that you don't say in one place on the circle.

• Well you would have to go with a different method otherwise.

I mean you cant have the platform movement without the platform movement physics.

The best I could give you is to make your own custom movement with trig.

Its the same as rotation around a point, you're just clamping it to a radius of a circle.

• newt the circle really isn't the problem - it's the second capx I sent that shows a real-world scenario.

• Well yeah that presents a new problem, but you could, in theory, make a list of the distance needed for each angle.

Edit:

let me be clear. I'm talking about not using any portion of the platform behavior.

Rather making your own movement with trig using the layout angle, and the players x, and y.

x = playerX + cos(layout.angle) * distance

y = playerY + sin(layout.angle) * distance

All this would be doing is altering the distance based on how the player acts.

• newt I understand what you're getting at, but it's just not practical for a game of any scale, really.

I have a method at the moment that glues the player in place on the ground when its x vector is small enough and no controls are being pressed. However, that doesn't help the fact that going around the object in one direction will be faster than the other, and it has some other picking flaws.

• I've been pondering an issue regarding rotating platforms.

Now, we all know that Constuct 2 handles horizontal, vertical, and diagonal moving platforms beautifully. However, if you have a look at this capx you will see that Construct 2 can't handle rotating platforms at all. The player slides along the ground unnaturally, and it takes longer to circumnavigate the sphere in one direction than it does in the other.

Now, I understand this lack of support as they have relatively little use in games that don't involve gravity shifting. But, I am curious to see how you guys would go about getting a good system up and running.

It gets even worse when your rotating platform isn't a circle, as in this capx. It is using the gravity method I used in AirScape, and the whole terrain is rotating around 1 point. The character moves around terribly and it barely works.

Anyone have any ideas?

You can send link again?

• This thread is 3 years old. Did you intend to resurrect this dead thread?

• 9 posts