Coming Real Soon Now (tm): Polygonal Collision & App Store GS Viewer

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  • ArmellineArmelline Member, PRO Posts: 5,397

    A sneak peak at the first game I intend to put custom collision shapes in. It's a little iffy with the registering the swipes sometimes on Arcade but I'll troubleshoot that once I'm back working on it:

    http://arcade.gamesalad.com/games/133858

    It uses GameSalad's built in physics, absolutely no movement behaviours in any actors. Polygonal collision shapes will let me add some interesting new objects and improve the "collectors" considerably!

    Will be showing how to make it on the Academy!

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Cool @Armelline , I love messing with tonnes of physics objects!

  • HymloeHymloe Member Posts: 1,653

    I'm going 100% with "probably elephant shaped" because... elephants.

    Amiright?

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    @Armelline that's pretty cool!

  • BigDaveBigDave Member Posts: 2,239

    LOVE YOU GUYS

  • I'd really like to have an answer on the touch vs collision question please :)

  • HappyKat78HappyKat78 Member, BASIC Posts: 173

    Would it still work if you scaled your image? Would the collision polygons scale with the image?

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @trashdinner@hotmail.com said:
    I'd really like to have an answer on the touch vs collision question please :)

    You could test it out with the difference right now between a circle and square.

  • ffatopffatop Member, PRO Posts: 37

    Wow Finally!!! GameSalad you are Amazing <3

  • tmanntmann Member Posts: 278

    @crestwoodgames said:
    Great stuff! Having the GS viewer on the APP store allows us to not pay the 99$ apple fee until we are ready to release a game right?

    If so, that is awesome too!!

    Free On-Device Development :) Been free since the first beta :) :)

    https://developer.apple.com/library/prerelease/ios/documentation/DeveloperTools/Conceptual/WhatsNewXcode/Articles/xcode_7_0.html

  • wilsongaluchowilsongalucho Member Posts: 180

    Bring it on!!! :)

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    @trashdinner@hotmail.com said:
    I'd really like to have an answer on the touch vs collision question please :)

    Touch does not use the custom collision shape. We may add that in the future.

  • @stevej said:
    Touch does not use the custom collision shape. We may add that in the future.

    That's good news for me :D I needed them to be seperated!

  • xJadonxxJadonx Member, PRO Posts: 46

    Does this this mean that there will be an option to offset the origin point of an actor?

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @xJadonx said:
    Does this this mean that there will be an option to offset the origin point of an actor?

    you can already do this, @socks had an example up earlier in this thread i think

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435

    @xJadonx said:
    Does this this mean that there will be an option to offset the origin point of an actor?

    I'm looking in to doing that, meanwhile you can get the same effect as described above.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Or if you want to avoid constraints, position your picture off center in the image (as you can do now).

    With custom collision shapes we will have the added freedom to place these as we need.

    Example: "The Duck of Death" (+1 for those that get the reference without googling! :) )

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    So excited for this! I can hardly stand the wait.

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    @Hopscotch, nice idea!

  • ArmellineArmelline Member, PRO Posts: 5,397

    @RThurman said:
    So excited for this! I can hardly stand the wait.

    I know the feeling! This has been me this past week:

  • ffatopffatop Member, PRO Posts: 37
    edited November 2015

    And more creative games will coming soon :wink:

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    i think this is the feature that @socks was waiting for to make his spider game a reality!

  • SocksSocks London, UK.Member Posts: 12,822

    @jonmulcahy said:
    i think this is the feature that socks was waiting for to make his spider game a reality!

    Yep, finally Tony the Spider™ will get his shot at the App Store top 10*

    *actually probably top 400.

  • stevejstevej Member, PRO, Chef Emeritus Posts: 435
    edited November 2015

    @stevej said:
    I'm looking in to doing that, meanwhile you can get the same effect as described above.

    Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @stevej said:
    Got it working

    :) Why is there no bigger smiley!

    Can't wait!

  • owen_dennisowen_dennis Just a guy, you know. Member, PRO Posts: 236
    edited November 2015

    @stevej said:
    Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.

    Amazing! You are you bangin' it out!

    I assume that means we'd be able to constrain the values to some other value?

    So if I had and arrow rotating around a player character, I would have the player character broadcast their x and y position to some x and y game attributes, then constrain the rotating arrow to those x and y game attributes? If the player character moves around, I guess that would mean only the arrow's center of mass would change, which would mean I'd still have to constrain the arrow's position x and y to those same coordinates.

    How will the system deal with "position x" then? Will positions be the center of mass or still the center of the actor?

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @stevej said:
    Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.

    That is so awesome!!!!!!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @stevej said:
    Got it working, there will be a new attribute under the "Motion" attributes called "Center Of Mass". Your actor will rotate around this point. Note that physics behavior will also be affected by this, since the Box2D physics engine rotates objects around their COM. The default value of x=0, y=0 is the center of an actor, so no change is needed to keep the current behavior.

    Woah!!!!

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    @Armelline said:

    Yes...that...exactly!

  • ArmellineArmelline Member, PRO Posts: 5,397

    Keeps getting better and better!

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