is this even possible in GS?

Trapper74Trapper74 Member Posts: 45
edited November -1 in Working with GS (Mac)
ok so im revisiting a concept for a game i put down a while back because i couldn't figure out how to do it, well now im better at using GS i thought i would come back to it and have a go again.

i really want to make (or buy a template for) a game like this:



now the problem i am having with this isnt any of the cannon or firing stuff/physics its actually the floor..

the scene needs to be infinte or verrrrrry long for this kind of game and i cant seem to get the floor to move ahead of the next floor actor once its left the screen....(the floor is actually static and doesn't move so saying when floor gets to (position) move to (new position) wont work.
what would be perfect is if i could detect if an actor is still visible on screen.

or perhaps i should be tying to tie the velocity of the projectile to the rate at which the floor spawns and destroys.....

as you can see i've got myself quite confused :P
perhaps im over complicating things or just going about it plain wrong or even just having a moment of stupidity mr bean would be proud of but any help or suggestions would be really appreciated :)

thanks all

Comments

  • part12studiospart12studios Member Posts: 620
    although i can't directly vouch for this, what you're talking about seems pretty doable.. there are cannon examples in the GS app.. i would imagine that the collision between the flying object and various objects on the ground could have various properties. However since these behaviors are not so much "realistic physics" but instead highly exaggerated ones.. i'm not sure if that might be a problem..

    As it was explained to me once.. "at some point you have to let a physics engine be a physics engine" so you might have to employ some smoke and mirrors..

    for example.. perhaps (this is all hypothetical) if you have a timer delay after impact with a certain object.. that just after bouncing.. .1 sec after increase the velocity of the object by a huge amount.. and bam.. you created a turbo launch effect with some particles and sound effects to drive home what just happened..

    good luck!

    Caleb
  • Trapper74Trapper74 Member Posts: 45
    Thanks for the reply but I'm not worried about the physics yet, I haven't got that far lol

    What I need to know is how I can create a working floor
    Imagine I have an actor called floor1 at the bottom of my scene, and another instance of the same actor along side it let's call it floor1b for now(cave runner template is a good example)

    When floor1 leaves the screen I need it to move ahead (ahead being offscreen to the right) of floor1b, creating a nice infinite looping ground. I think somehow I need this to relate to the velocity or position of the projectile...
  • part12studiospart12studios Member Posts: 620
    oh yea i see what you mean.. yea i've done a bit of that kind of scrolling.. it can be a bit tricky.. but what i did was analyze a couple of the parallax examples out on the program..

    it's definitely doable but i'm not great at explaining exactly how to do it.. the one that really helped me was the one called "scrolling background parallax"

    if you look at that you should be able to see how they are getting it to work.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    It'd be definitely possible. No doubt about it.

    Take a look at my parallax template here:

    http://gamesalad.com/forums/topic.php?id=34549

    It takes the parallax which it 3 times the size of the screen and shifts it to appear infinite. The principle for this would be the same for your floor.

    Ace
  • Trapper74Trapper74 Member Posts: 45
    thats exactly what i want :) thanks very much

    i do have one small problem though and im sure theres a simple solution, in your template in the expression editor for the ground you have the option for Current Scene, i however dont seem to have this option :/
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Trapper74 said:
    thats exactly what i want :) thanks very much

    i do have one small problem though and im sure theres a simple solution, in your template in the expression editor for the ground you have the option for Current Scene, i however dont seem to have this option :/

    u have to unlock the actor

    cheers
  • Trapper74Trapper74 Member Posts: 45
    lol nice1 i thought i tried that already :)

    now all i need is polygonal collision shapes ...............
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    @John - The game demo video somewhat reminds me of Subzero Surfer (I think that was the name) - Just lacks the crazy particles :)

    Ace
  • Trapper74Trapper74 Member Posts: 45
    hmmm for the paralax i copied the code exactly, and the settings etc but its finishing at 2048 and not repeating after that..any idea why?
  • RoksaltRoksalt Member Posts: 87
    Hey there
    the link is broken http://gamesalad.com/forums/topic.php?id=34549

    Where is the template available now?

    Thanks
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    The new forum has screwed things up...

    http://ellerker.net/files/GSParallax.zip

    Ace
  • ozboybrianozboybrian PRO Posts: 2,102
    Yeah definitely possible. Maybe lots of background spawns and change attributes self positions. But you can def pull it off!
    Good luck and can't wait to see what you come up with : )
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