gamesalad challenge/question (can GS do a snake effect like this video?)

part12studiospart12studios Member Posts: 620
edited June 2012 in Working with GS (Mac)
Hi everyone

We have a game we just released from Part12 Studios, however my partner made it with ObjectiveC/Cocoa 2d. The game mechanics are fairly simple and i wanted to try and do it with GS, but my research came up that doing a game like this would be hard with GS.



The idea is that its a snake game and really what seeded hard is to get the worm / cells to move in unison fluidly and fast. I just wonder if maybe someone has some good ideas on how attainable this ind of game would be.

I would like to know because i think that this kind of snake/slinky behavior would be really useful in other applications as well and i haven't seen anything done like it and don't know how i could mimic it smoothly.

Thanks!
Caleb

Best Answer

Answers

  • HapiappsHapiapps Member Posts: 373
    Yup, its like dragging an actor with a particle trail.
  • part12studiospart12studios Member Posts: 620
    but the particle trail would have to be manageable.. they are added and subtracted as you eat planets and get hit by planets. if you start with 3 cells and eat 10 planets you would have 13 cells.. if you hit two planets out of turn you'd have 11.
  • OskarDeveloperOskarDeveloper Member Posts: 533
    hope this helps: http://gshelper.com/particle-trail-on-a-ball-in-gamesalad/

    //OskarDeveloper ~O)
  • part12studiospart12studios Member Posts: 620
    edited June 2012
    Thanks for giving it a stab @OskarDeveloper, but i don't think the solution can be found via particles.

    The trick there is that if you stop the balls catch up.. each cell would really need to be an actor.. all moving in unison.. but being spaced out.. a little.

    Kinda like centipede, but even that's not ok because in centipede the speed is constant
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    edited June 2012
    First pass: use the same formula/equations you used for each segment in objectiveC. The math is the same.

    Second pass: send me the equations and I'll help.

    Third pass: cocos2d has joints -- darn!

    Fourth pass: Looking forward to GameSalad's use of joints!
  • part12studiospart12studios Member Posts: 620
    @aquadel hey yea that's great. i wonder how he does it. What i don't like about getting a template is depending how complex the solution is, i might get it and see what he's doing but not really be able to make any sense of what is going on to port it to another game.

    @RThurman i'd love to see what you come up with to approach this solution. Nothing i've done so far has proven to be very effective.

    Thanks!
    Caleb
  • PhoticsPhotics Member Posts: 4,172
    edited June 2012
    but the particle trail would have to be manageable.. they are added and subtracted as you eat planets and get hit by planets. if you start with 3 cells and eat 10 planets you would have 13 cells.. if you hit two planets out of turn you'd have 11.
    The game reminds me of Arch Firey... there's a video on the second page... the main difference is that the actor is moving toward the touch. When power-ups are collected, the flame gets longer/bigger.

    Particles have lots of fields that accept expressions. It's just a matter of playing with the settings to match your game.
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