My Pull Back and Jump Demo Works...Kinda!

millerbrother1millerbrother1 Member Posts: 108
edited November -1 in Working with GS (Mac)
Okay, so I have a couple of tests accomplished with my main actor. When user touches and pulls back he should squish to the ground and when the user releases their touch he should bound into the air. It works...kinda!

Here's the first test.



In this one, the actor is pulled back and sinks below the ground controller. As long as I don't pull him all the way below, he still launches into the air. Not exactly the effect I want, but getting close.

Here's my updated take on it.



Now, when touched the actor changes into a fluffy tail (the white ball) and spawns a new actor over the top of itself. This new actor is just a "squished bunny" image to hold the place on the ground controller and to be a target marker for measuring the distance between the tail (which the user can now move) and the point of origin. When the tail is released it turns back into a bunny and destroys the spawned actor.

Like the first example, so long as I don't pull the entire tail.png image below the ground (you have to imagine a transparent square the size of the previous bunny around the white ball tail) then the launch works. However, if I drop too far below, it can't launch the bunny and it doesn't destroy the previous spawned actor.

Any advice would be appreciated.

I'm also going to add a connector between the tail and the newly spawned "squished bunny" similar to the "Magnitude Demo" shared by FireMaple which you can see on the link below. This will help connect the tail and the bunny together with a string.

http://gamesalad.com/game/play/31279

After all of this is solved, my next goal is to make the bunny switch directions if you launch him backward.

Enjoy!

Comments

  • millerbrother1millerbrother1 Member Posts: 108
    Whoops, sorry the video is so bad. I'll have to find a better screen capture utility. Was using Quicktime.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    use FMG's circle constrain demo so you can't pull down past a certain point. I use it on my ANgry birds style levels on my current project.
  • millerbrother1millerbrother1 Member Posts: 108
    Well, the point they'd be restricted to pull down past in this case would not be an effective distance. Unless I'm missing something. I'll give it a shot though. I just want to have enough distance between bunny and finger to have a line drawn. I'm thinking if I don't allow them to pull down beyond the ground controller that might not leave enough room. Make sense?
  • millerbrother1millerbrother1 Member Posts: 108
    Here's a better video to watch.

  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Build bunny a rocket pack and a launch tower! ;-)
  • A3MGA3MG Member Posts: 152
    Wait, are you spawning the squished bunny? Why not just change image on the one you have? Then change it back after you let go.
  • millerbrother1millerbrother1 Member Posts: 108
    Because the Bunny images changes to become the white fluffy tail that you pull down away from the bunny to determine his jump angle/power. It was the easiest way to keep the onTouch event active for the original actor. If you know of a better way let me know. I'm somewhat new at this.

    I previously tried to keep the bunny the same and just swap the image to a squished bunny, but the problem was that the squished bunny would pass below the ground controller because it has to to instantiate a jump.

    millerbrother1
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