Actor flying away like a balloon when air comes out... how?

HunnenkoenigHunnenkoenig Member Posts: 1,173
edited November -1 in Working with GS (Mac)
I can't describe it in a better way.

I would appreciate any help to make an actor fly away like a balloon, when you let the air out of it.

You know...that plrrrrrr fly away... flying and rotating in every direction....

How would you do that?

Comments

  • butterbeanbutterbean Member Posts: 4,315
    I would think it would involve a lot of math, which I'm not savvy with, but another option you could do, is once the balloon has deflated or begun the process of flying away, you could destroy the original balloon, and spawn an "animated" actor balloon that flies away.

    That is, if it's just for esthetics, and the flying balloon itself isn't involved in the gameplay
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Thanks, I experiment mit rotation and moves and interpolation, but I still need some help.

    Animation is not an option unfortunately.

    I also have gravity enabled, which makes it more difficult.
  • butterbeanbutterbean Member Posts: 4,315
    Do you have to have gravity enabled in scene, or can you enable gravity to the actors only?
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    As far as I know, it is not possible to enable gravity separately for single actors.
  • butterbeanbutterbean Member Posts: 4,315
    You could technically enable gravity for single actors by using the "accelerate" behavior and tweaking the speed, that enables gravity.

    It makes it easier to control other objects that don't need to be affected by gravity within the scene, I'm using that in my platformer, and only enabled it on my main actor, otherwise the enemies and pretty much, all other objects aren't affected by gravity since I'm not using it in scene
  • ToastKittenToastKitten Member Posts: 360
    Enable Gravity through an acceleration method

    Then, make a rule like " when actor receives event - spacebar - down "

    Constrain Attribute: Self.Motion.LinearVelocity.Y
    To: Self.Motion.LinearVelocity.Y + 10

    Hope this helps!
  • JackBQuickJackBQuick Member Posts: 524
    I did a quick search for you and came up with this:

    Animation: Animating Along a Curved Path

    If you click on the example, you can see it in action.

    I think this uses three points. If you change this to, say, 10 points, you might be able to achieve the effect you want of a balloon deflating.

    Of course, you need to translate all this into the language of GameSalad. Maybe one of the math gurus in the forums can help with this...
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Thanks guys.

    I solved this now in the simple way.

    I just let the actor fly straight to the sky, rotate it and add a pfllrrrr sound to it.

    It is a very short sequence (because of the small screen) and it brings the effect, what I wanted.
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