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Preview: Comments on Design Synthesis - structure.function.relation: Half-A-Yard Stare

Comments on Design Synthesis - structure.function.relation: Half-A-Yard Stare





Updated: 2017-12-03T12:26:44.579-08:00

 



Well, when you're trying out other engines in the ...

2007-04-09T04:21:00.000-07:00

Well, when you're trying out other engines in the future, you've got a test project to judge how much the engine is worth. :)



Yeah, I've been trying. That's why I went to phys...

2007-04-08T09:47:00.000-07:00

Yeah, I've been trying. That's why I went to physics in the first place.

The solution seems to be somewhere in the collision code. I've tried setting up collision_lines on my object and when a collision is detected it fills a variable. Then I can use that variable to determine the hit location and move my pieces. But I can't get them to move (tired motion_set, even using drag and drop fixed motion, free motion).

Like I said, the problem is that using a physics solution requires only a few lines of very simple code. Doing it in GML requires me to know enough about rigid body physics AND GML to basically code in the same thing (which I obviously don't know how). Or at least enough about the intricacies of gamemaker's collision code to craft a simulation.

Even in the example I found a block can be pushed but doesn't push other blocks it encounters. And that code was uncommented and so convoluted that I couldn't figure out how to even begin.

Ah well.



Hmm. If your idea is about a little ghost pushing...

2007-04-08T06:19:00.000-07:00

Hmm. If your idea is about a little ghost pushing around blocks, how much physics do you really need?

Maybe you can sit down and work out an equivalent in game-logic.