ArchAngel075 wrote:to be honest here im more keen on seeing how you pulled off spacing of your outer nodes on arbitrary shapes since mine is just not worth it at times - outer nodes get placed so awkwardly at times.
I am more focused on setRadius as i really wanted to fix (and did) some bugs.
Im going to wait for arbitrary shapes to be implemented and then add a scaling feature (like setRadius)
After that i badly want to see if i can pull of a lerp between shapes (become a square from a triangle and back..for soft bodies?!)
##EDIT##
Patched my radiusSet branch to now change the self.centerShape radius correctly. This points to a hopefully final part of the branch (there are 0 bugs that i am aware of)
loveballs - setRadius.love
controls :
z and x - increase and decrease radius of softBody
a and d - roll left and right
Hey this is looking really good, I'll merge the setRadius with the lib soon
Heres a snippet of code on how I do the outerNodes. A word of warning, its really messy because I've been debugging and trying random stuff.
self.nodeShape = love.physics.newCircleShape(8);
self.nodeShape2 = love.physics.newCircleShape(14);
for i=1,#points,2 do
local x = points[i];
local y = points[i+1];
if points[i+2] then
local x2 = points[i+2];
local y2 = points[i+3];
local angle = math.atan2(y2 - y, x2 - x);
local count = math.dist(x, y, x2, y2)/(self.nodeShape:getRadius()*1.8);
for j=1,count do
local dx = (j*(self.nodeShape:getRadius()*2)) * math.cos(angle);
local dy = (j*(self.nodeShape:getRadius()*2)) * math.sin(angle);
local b = love.physics.newBody(world, x+dx, y+dy, "dynamic");
local f = love.physics.newFixture(b, self.nodeShape2);
table.insert(self.nodes, {body = b, shape = self.nodeShape2, fixture = f});
end
That's some really cool shit. Make sure the game has actual gameplay though instead of just physics based moving arounding stuff, since that gets old pretty fast.
adnzzzzZ wrote:That's some really cool shit. Make sure the game has actual gameplay though instead of just physics based moving arounding stuff, since that gets old pretty fast.
Yep, I'm going to try and keep the for-show bits down to a minimum, and have lots of physical puzzles and platforming around, like big swings and stuff that you have to jump across
adnzzzzZ wrote:That's some really cool shit. Make sure the game has actual gameplay though instead of just physics based moving arounding stuff, since that gets old pretty fast.
Yep, I'm going to try and keep the for-show bits down to a minimum, and have lots of physical puzzles and platforming around, like big swings and stuff that you have to jump across
Since I played Gish (I'm probably it's biggest fan O_O), I've already seen a lot of that done and I was thinking about how I can make something with a unique feel rather than copying the style completely. Before I do that, however, I need to implement a level editor, and I wanted to ask if you'll show me how you built the maps in those videos with all the vector art and smooth ramps. They look amazing!
adnzzzzZ wrote:That's some really cool shit. Make sure the game has actual gameplay though instead of just physics based moving arounding stuff, since that gets old pretty fast.
Yep, I'm going to try and keep the for-show bits down to a minimum, and have lots of physical puzzles and platforming around, like big swings and stuff that you have to jump across
Since I played Gish (I'm probably it's biggest fan O_O), I've already seen a lot of that done and I was thinking about how I can make something with a unique feel rather than copying the style completely. Before I do that, however, I need to implement a level editor, and I wanted to ask if you'll show me how you built the maps in those videos with all the vector art and smooth ramps. They look amazing!
The level editor is pretty simple really. Mostly just meshes and sprites for scenery. I'll go make a cupa' tea and do a dev blog post on the editor and how it all works! I'll reply to your comment once its done (http://www.indieretro.co.uk)