Bone Movement Behavior example (0.98)

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  • Oh damn so I finally got around to installing the new version, and this is the best thing EVER.

    I will now start some experimentation to see exactly what bones can really do.

    Kudos Rich!

    ~Sol

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  • after seeing the bone movement, the first that came to my mind was implementing a system similar to how bones are set up, for the physics behaviour. if you could implement a similar editor for physics that would be amazing, letting us easily set up vehicles and belts, ropes, ect.

    you choose a root object (like you do with bones) and then when you press edit you could add other physics objects to the hiearchy in a similar way to how bones work. you could then hinge or fixtate or spring those objects to each other in the editor, in a fashion similar to Phun (while paused).

    i find it very tedious and blocky/unprofessional/glitchy to have to hinge a vehicle toghether at the beginning of a layout like we do now, this system would make physics vehicles a breeze. and if youre able to make boned objects into ragdolls (which would be totally awesome!! ), this shouldnt be that different.

  • That kind a system would make it easy to create all kinds of Rube Goldberg games.

    Oh, Google [Bot] just told me that somebody already thought of that idea. Somebody always thinks of ideas before me.

  • so guys, did u find the way to make a ragdoll after the character's death?

  • so guys, did u find the way to make a ragdoll after the character's death?

    The only way to do that at the moment is to have a clone of each appendage, and these clones would have the physics behavior. When your character dies, you create the clones at the correct positions and angles compared to the originals, create joints between the appropriate physics clones, and then destroy the bone system and it's appendages.

    It's a bit of a time consuming process, but it's not too terribly difficult.

  • Sorry to revive but where is the tutorial that is so awesome?

  • would like to find the tutorial too

  • I third that.

  • Here is an example of using the bone behavior with 2D objects in Construct Classic: https://dl.dropbox.com/u/4714446/BoneMan.cap

  • Jayjay

    I know this is for classic but is there a link for C2 as well?

    thanks

  • mineet, I don't think there's a bone behavior for C2 yet sorry :(

    Your best bet right now might be to use Spriter from http://www.brashmonkey.com/ and import the animations into Construct 2/use the Spriter plugin.

  • Jayjay

    hi thanks for that.It looks really good, but is this quite complicated to use?

  • mineet, I've not had too much time to play with it, but it looks pretty straight-forward. The pro version is supposed to be completely revamped too once it comes out <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Jayjay

    thanks for your reply, i read up a bit about it and found some people found it hard to use. But I should try it out myself. Thanks for your help

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