Physics, "free fall", how to?

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Everything is made via physics, Very simple code: 6 events only (3 for tank creation, 2 for controls and 1 for camera)
  • I've been trying to make an effect like this:

    <img src="http://img196.imageshack.us/img196/5417/enem.png">

    You know, the bomb have free fall, but what I do is make a variable change with a timer, so when variable = 0, bomb goes up with X Speed = 0, when variable = 1, X Speed = X Speed - 1 and Y Speed decrease, when variable = 2, .... that process. But I don't know if there is a better method, I don't know, maybe an ecuation?

    I've been coding enemies but never a kind of this. Seems pretty diffcult to me right now, so please, I need your help.

    Thank you.

  • In the real world, gravity applies a constant force to an object, and (air resistance aside), an object probably won't slow down horizontally. How can we describe this behaviour in Construct? Simple.

    Let's assume you're using the custom movemement plugin (not essential by any means), we'd probably have something that looks like...

    + System: Always (every tick)
    -> Projectile: Accelerate vertical speed : 200
    [/code:7yqzx6b2]
    and 
    
    [code:7yqzx6b2]+ (event that creates bullet)
    -> gun: Spawn object Projectile on layer 1 (image point 0)
    -> Projectile: Set speed : 400 towards 30 degrees[/code:7yqzx6b2]
    
    This reads as: every tick accelerate at a rate of 200 pixels per second^2 towards the bottom of the layout, with initial condition of 400 pixels per second at an angle of 30 degrees whenever a bullet is created. This will give you very realistic and satisfying projectile motion.
    
    Hope this helps. If you have any more trouble, maybe I could break it down further for you.
  • you could also use platform behavior, set ignoring input on create and set vertical and horizontal speeds.

    Make sure to set air deceleration to 0 in the platform behavior options.

  • you could also use platform behavior, set ignoring input on create and set vertical and horizontal speeds.

    Make sure to set air deceleration to 0 in the platform behavior options.

    I don't think this is a very good way to learn how to use Construct well.

  • > you could also use platform behavior, set ignoring input on create and set vertical and horizontal speeds.

    >

    > Make sure to set air deceleration to 0 in the platform behavior options.

    >

    I don't think this is a very good way to learn how to use Construct well.

    Actually, I've made grenades that way.

    But yeah, if you just need a bullet that arcs towards the ground, why not just use Bullet behavior, spawn it at the angle you want, then every tick you turn it a little bit towards the ground?

  • In the real world, gravity applies a constant force to an object, and (air resistance aside), an object probably won't slow down horizontally. How can we describe this behaviour in Construct? Simple.

    Let's assume you're using the custom movemement plugin (not essential by any means), we'd probably have something that looks like...

    > + System: Always (every tick)
    -> Projectile: Accelerate vertical speed : 200
    [/code:1d1sn09a]
    and 
    
    [code:1d1sn09a]+ (event that creates bullet)
    -> gun: Spawn object Projectile on layer 1 (image point 0)
    -> Projectile: Set speed : 400 towards 30 degrees[/code:1d1sn09a]
    
    This reads as: every tick accelerate at a rate of 200 pixels per second^2 towards the bottom of the layout, with initial condition of 400 pixels per second at an angle of 30 degrees whenever a bullet is created. This will give you very realistic and satisfying projectile motion.
    
    Hope this helps. If you have any more trouble, maybe I could break it down further for you.
    

    Thank you so much, that helped me a lot!!!

  • I don't think this is a very good way to learn how to use Construct well.

    why not? it's faster in both design and execution and yields the exact same numerical result.

  • I agree, plus the solid attribute works with other behaviors, unlike physics.

  • > I don't think this is a very good way to learn how to use Construct well.

    >

    why not? it's faster in both design and execution and yields the exact same numerical result.

    Because it doesn't teach the... erm... "player" about events, which is where Construct's power lies. When the player is already fluent with events and program flow in Construct, maybe it would make sense to do it that way.

    Additionally...

    -is it faster at run time?

    -It's not exactly hard to write those couple of events

    -what's wrong with teaching players about physics at the same time as Construct?

    Actually, I've made grenades that way.

    But yeah, if you just need a bullet that arcs towards the ground, why not just use Bullet behavior, spawn it at the angle you want, then every tick you turn it a little bit towards the ground?

    That'll give you an arc, but it won't look or behave "naturally". Also, bullet behaviour doesn't have an explicit "accelerate" action. I think bullet behaviour is a tad more efficient than custom movement, but it's far less versatile.

    I agree, plus the solid attribute works with other behaviors, unlike physics.

    My example used the Custom Movement plugin.

  • Because it doesn't teach the... erm... "player" about events

    There is this misconception in development that you should do everything the "hard" and "true" way. That is not true at all. If you're looking to learn then yeah you should go learn events. If you want to get something done, then the easy way that works is just as good.

    I assume you meant "the creator" and not "the player", as the player doesn't need to know (and shouldn't know) anything about events.

    [quote:geydqowe]

    Additionally...

    -is it faster at run time?

    -It's not exactly hard to write those couple of events

    -what's wrong with teaching players about physics at the same time as Construct?

    -Its faster as the plugins are C++, not interpreted events. It probably doesn't matter, though, at this scale.

    -If it's not hard to write the couple of events... then why the fuzz about it? why do more work than needed?

    -what is wrong is teaching people to always take the longer road to a destination bad practice!

    Custom movement would also be a good idea, it has gravity(by way of force) too IIRC

  • > Because it doesn't teach the... erm... "player" about events

    >

    There is this misconception in development that you should do everything the "hard" and "true" way. That is not true at all. If you're looking to learn then yeah you should go learn events. If you want to get something done, then the easy way that works is just as good.

    I assume you meant "the creator" and not "the player", as the player doesn't need to know (and shouldn't know) anything about events.

    Making games is a game, a fun passtime --> The player is the creator.

    It's not about doing things the hard way just 'cause, it's more about learning the hard way incase you need to use it for something later on. (Also, maybe the hard way has other benefits... easier to read code/events, better structure?). Construct's event system gives the player lots of power and flexibility. Personally, I think most of the movemement plugins are redundant and even dangerous as they do not promote clear thinking and problem solving --> Construct is easy enough to use as it is.

    [quote:2j32u4oj]

    Additionally...

    -is it faster at run time?

    -It's not exactly hard to write those couple of events

    -what's wrong with teaching players about physics at the same time as Construct?

    -Its faster as the plugins are C++, not interpreted events. It probably doesn't matter, though, at this scale.

    -If it's not hard to write the couple of events... then why the fuzz about it? why do more work than needed?

    -what is wrong is teaching people to always take the longer road to a destination bad practice!

    -I don't know much about the internals of Construct, maybe you're right on that one.

    -Not sure what your point is.

    -This isn't about taking a shortcut for an experienced user, it's about building your knowledge of the program. To elaborate on your analogy to driving... what's better, learning to drive in the rain and snow and at night and in other conditions or just learning to drive when it's sunny and clear because it's easier?

    Custom movement would also be a good idea, it has gravity(by way of force) too IIRC

    I was using the custom movement plugin.

  • <-Looks for "Is on ground" condition in custom movement behavior.....

    Nope not there.

  • <-Looks for "Is on ground" condition in custom movement behavior.....

    Nope not there.

    Is overlapping --> Push out.

    What's hard about that?

    Edit: Nevermind, i mis-understood what you were talking about.

    Doesn't sound like a problem that couldn't be solved with events, at any rate.

    Also, aren't you a proponent of using the custom movement plugin?

    Edit 2: Something like the "overlapping at offset" condition of sprites can be used to test if an object is "on the ground" quite easily.

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  • Didn't say anything about push out.

    But I will say that wont work for restrain.

    Also that using is on ground is quicker to set up, just like is falling, or is jumping.

    Edit

    Any Im just saying what ever works well is the best way to go.

    Perhaps a behavior that works in conjunction with the platform behavior is in order. I mean why be forced to use a different behavior for npc's or ai objects, just because you have to disable player input.

  • okay then.... feel free to do everything the hard way while everyone whizzes past you and finishes several games

    I know I've been there and I was speaking from experience. You're free to do as you please, I've already explained myself for whoever reads this far =)

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