Actors colliding ?? Pachinko ???? PLEASE HELP

PhilipNewzealandPhilipNewzealand Member Posts: 66
edited November -1 in Working with GS (Mac)
Hi there all.... Just a quick simple one.

I am creating a simple Pachinko game. I want to try and get objects and platforms to move from side to side while the ball falls down and hit the ball.

So far i can get the platforms to move but either the ball hits the objects or platform and it falls to the ground... or the ball goes straight through the objects or platforms.

HOW CAN I GET THE PLATFORMS TO HIT THE BALL OF COURSE > !???????

Comments

  • DimensionGamesDimensionGames PRO Posts: 993
    Have you seen the pachinko template? You can find it in the GS app in the new tab. not too sure what you mean but I think you need to add a collide rule.

    Hope this helps.

    Cheers.
  • JamwithnoJamwithno Member Posts: 312
    If your thinking what I'm thinking you need to make the actor imovable to make it so when the ball hits the platform it bounces off then you have to use interpolating and it gets complicated. Tell me if I'm right
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    You need to uncheck "movable" under Physics for the platforms, and use interpolate to make them move. That sounds crazy, but interpolate can move objects that have their physics turned off.

    Then have the collide rule in the ball.
  • konpavloskonpavlos Member Posts: 17
    i have a similar issue
    the balls have colide on paddle
    phycics:
    density: 100
    friction: 0
    restitution: 0.5
    fixed rotation unchecked
    movable checked

    what on earth is going on
    the ball keep going through the paddle sometimes
    ok this is a tutorial game but it has to be done correct
  • old_kipperold_kipper Member Posts: 1,420
    speed issue I think.
    kipper
  • konpavloskonpavlos Member Posts: 17
    i think you r right old_kipper although if i reduce the speed then it will be boring and unrealistic
  • old_kipperold_kipper Member Posts: 1,420
    The way I've got around something similar was to scale the actors down a bit. I know it might sound wierd but it gives the impression of things being faster.

    Kipper
  • konpavloskonpavlos Member Posts: 17
    Does this solve the ball keep going through the paddle?
    Another think i just found out is that the self atribute that constrains the actor must be real atribute
  • old_kipperold_kipper Member Posts: 1,420
    It will if you reduce the speed. Constraining an actor to self position can be done with a change attribute (not in rule) at the beginning of a scene so it stores it's current position to a self attribute, then you constrain the actor to it's self attrubute it stays. An integer or real should do I think for the self attribute.

    Kipper
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