You don't have to use the gravity attribute in the project, just throw in an accelerate behavior in the actor for the character with the angle pointing down in relation to the scene (that way he can still tilt).
Maybe you could also zoom the scene out a bit as he goes higher in the air. If you want any help with tweaking your behaviors, I will gladly help. Just PM me.
You don't have to use the gravity attribute in the project, just throw in an accelerate behavior in the actor for the character with the angle pointing down in relation to the scene (that way he can still tilt).
Maybe you could also zoom the scene out a bit as he goes higher in the air. If you want any help with tweeting your behaviors, I will gladly help. Just PM me.
I have used accelerators and i had to set it to like 13000-15000 to make the bike come down
@Jordeyy I'm really sorry I did not know you replied. is it to much work to try and create the game again, but use gravity? Because it will look much more realistic
@Jordeyy I'm really sorry I did not know you replied. is it to much work to try and create the game again, but use gravity? Because it will look much more realistic
Theres moving objects in the game that dont need to be Effected by gravity so i cant use gravity if you get me ?
I think that the physical is still to bad. The bike seems to go down and not up. And it accelerates very quick after the jump and very far. I got a demo that would help you alot. Send me a pm and I will give you more information about it.
Because it was made by the gadget show as a challenge to see who could amke the better app "suzi" or "jason"
After a month on the appstore they took it off and never brought it back cause it was just a challenge app
So i want to make a similar game for everyone i hope no one gives me any crap for recreating this , cause im trying to brinng it out for everyone cause everyone loved it
@jordeyy if that's the game you're trying to emulate than simply use that as your template of how the game should feel physics wise. Look at that game and then look at yours. The physics don't seem the same. I'd keep watching that video and try your best to emulate it as best as you possibly can. You have to remember that its your game. Make the physics how you want. But I think many of us feel that in its current form the physics just don't feel right. You're either putting in no physics whatsoever (causing the biker to hurdle in space forever) or super increasing the gravity (causing the biker to magnetically fall to the floor). Just eye it. Look at the game and see how it looks to you. Does it seem natural? Does it look realistic? More importantly, is it how you want it? If so, then run with it and good luck!
@jordeyy if that's the game you're trying to emulate than simply use that as your template of how the game should feel physics wise. Look at that game and then look at yours. The physics don't seem the same. I'd keep watching that video and try your best to emulate it as best as you possibly can. You have to remember that its your game. Make the physics how you want. But I think many of us feel that in its current form the physics just don't feel right. You're either putting in no physics whatsoever (causing the biker to hurdle in space forever) or super increasing the gravity (causing the biker to magnetically fall to the floor). Just eye it. Look at the game and see how it looks to you. Does it seem natural? Does it look realistic? More importantly, is it how you want it? If so, then run with it and good luck!
Yeah bro i get you im thinking that i will need to use somethink like
Example code
When it leaves the ramp
For 0.7 seconds accelerate up at 500 (angle more like 2 oclock on a clock)
After 0.7 seconds
Every 0.01 seconds accelerate down at xxxx ( x=how ever high i will need it ) (angle more between 4 and 5 oclock)
@jordeyy I think you should be also referencing some data from the users input. What I mean by that is, you should base it off how much/fast the user is rubbing the button and then calculate your trajectory and speed off those values.
@jordeyy I think you should be also referencing some data from the users input. What I mean by that is, you should base it off how much/fast the user is rubbing the button and then calculate your trajectory and speed off those values.
Comments
Maybe you could also zoom the scene out a bit as he goes higher in the air. If you want any help with tweaking your behaviors, I will gladly help. Just PM me.
(HAHA, I meant tweaking, not tweeting in my earlier post. )
@anatomyofdreams
https://www.dropbox.com/s/xl5mjsen1vya1d9/gravity jump.zip
Because it was made by the gadget show as a challenge to see who could amke the better app "suzi" or "jason"
After a month on the appstore they took it off and never brought it back cause it was just a challenge app
So i want to make a similar game for everyone i hope no one gives me any crap for recreating this , cause im trying to brinng it out for everyone cause everyone loved it
Yeah bro i get you im thinking that i will need to use somethink like
Example code
When it leaves the ramp
For 0.7 seconds accelerate up at 500 (angle more like 2 oclock on a clock)
After 0.7 seconds
Every 0.01 seconds
accelerate down at xxxx ( x=how ever high i will need it ) (angle more between 4 and 5 oclock)
If not, sorry, I didn't read the whole thread :P
- Thomas
Sent a pm(please answer asap)