kirkland said: yh but i mean instead of a ramp a heaxagon and other shapes
You are definitely now in the realm of joints. If you can hold on a few more weeks you will be able to do this. (I can hardly wait myself. I hope its only a few more weeks.)
What would be even better is if GameSalad could do complex shapes. But I suspect that is even further into the future.
To GS forum members: I apologize in advance for rewarding poor forum etiquette by giving in to kirkland's demands. I just found the 'challenge' intriguing and I wanted to learn how to constrain actors to act as a unit myself.
It consists of two actors. First, there is a 'boss' actor that the other actor is used to update position and rotation. Second, there is a 'side' actor that follows the 'boss'. It will keep the same distance, angle, and rotation, in relation to the 'boss'. You can use as many of the 'side' actors as you want to create many sided shapes. (I tested it out with triangles and hexagons -- It seems to work as it should.)
Put one 'boss' on the scene and then you can put as many 'sides' on the scene as you want. But be warned, since it uses constrains, at some point, it will begin to slow down your game.
Please study out how everything works. I have tried to simplify it down to the bare essentials.
Please, please, please, do not spam me and start demanding that I show you how it works, or demanding that I modify it for you.
If the math is beyond your capability right now, then please consider it a learning challenge and study a little math (including a little trig).
If the GS 'code' is beyond your capability right now, then consider starting with simpler games and work your way up to this.
This was fun for me to learn how to do. Please don't make it into a bad experience for both of us by spamming the forum. And please don't start spamming my pm either.
If you are talking about using the same 'boss', you don't have to do anything different. Just drag out new 'side' actors and place them how you want.
If you are asking how to have several 'boss' actors in the scene at once (and thus several complex shapes) you would need to make new game level attributes for each 'boss'. Currently, there are three game level attributes, bossX, bossY, and bossRotation. For each new complex shape, you could make a new boss and call it boss1, boss2, etc. Then for each boss, you would need the three different attributes, (eg. boss1X, boss1Y, boss1Rotation, boss2X, boss2Y, boss2 Rotation, etc.).
Then you would need to make a copy of a new 'side' prototype in the inspector. Go into the new prototype and change the formulas to match the new attributes for the boss it needs to follow.
Or the other way to do this is to unlock the 'side' instances in the scene and then access the 'boss' instance attributes directly.
Comments
What would be even better is if GameSalad could do complex shapes. But I suspect that is even further into the future.
To kirkland:
Here is a demo for constraining several actors together:
http://speedy.sh/w5Ht7/kirkland-Memorial-Triangle.zip
It consists of two actors. First, there is a 'boss' actor that the other actor is used to update position and rotation. Second, there is a 'side' actor that follows the 'boss'. It will keep the same distance, angle, and rotation, in relation to the 'boss'. You can use as many of the 'side' actors as you want to create many sided shapes. (I tested it out with triangles and hexagons -- It seems to work as it should.)
Put one 'boss' on the scene and then you can put as many 'sides' on the scene as you want. But be warned, since it uses constrains, at some point, it will begin to slow down your game.
Please study out how everything works. I have tried to simplify it down to the bare essentials.
Please, please, please, do not spam me and start demanding that I show you how it works, or demanding that I modify it for you.
If the math is beyond your capability right now, then please consider it a learning challenge and study a little math (including a little trig).
If the GS 'code' is beyond your capability right now, then consider starting with simpler games and work your way up to this.
This was fun for me to learn how to do. Please don't make it into a bad experience for both of us by spamming the forum. And please don't start spamming my pm either.
I do hope this is helpful to you,
RThurman
thank you for helping me. i would not dream of spamming people's in boxes again
how lagy could this get. could it get lagy after 200 levels
If you are asking how to have several 'boss' actors in the scene at once (and thus several complex shapes) you would need to make new game level attributes for each 'boss'. Currently, there are three game level attributes, bossX, bossY, and bossRotation. For each new complex shape, you could make a new boss and call it boss1, boss2, etc. Then for each boss, you would need the three different attributes, (eg. boss1X, boss1Y, boss1Rotation, boss2X, boss2Y, boss2 Rotation, etc.).
Then you would need to make a copy of a new 'side' prototype in the inspector. Go into the new prototype and change the formulas to match the new attributes for the boss it needs to follow.
Or the other way to do this is to unlock the 'side' instances in the scene and then access the 'boss' instance attributes directly.
RThurman