Rotating flipper/ball response

MegaemmanMegaemman Member, PRO Posts: 72
http://s1331.photobucket.com/user/megaemman/media/flingingobject_zps187750fd.png.html?sort=3&o=0
http://s1331.photobucket.com/user/megaemman/media/Ideaofwhatiwanttodo_zps5d0f850e.png.html?sort=3&o=0


It's basically creating kinetic force using the rotation of the flipper based on how fast you slide the slider in order to get the ball to fling so I'm trying to figure out how to make the ball( accelerate) respond in order for it to catapult .

I hope this helps explain it better of what I want the actors to do .

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    I'm trying to figure out how to make the ball( accelerate) respond in order for it to catapult .
    Your question is a little unclear.

    Do you want the flipper to hit the ball to make the ball move ?

  • MegaemmanMegaemman Member, PRO Posts: 72
    Ok the actual flipper can rotate based on the position of the slider . The ball falls on the flipper you can balance it and roll it to either side of the flipper .

    The problem lies in trying to flick the ball so you can juggle it or trying to catapult it towards a direction or another platform / flipper . The object is to use the flippers in order to move the ball but the problem lies in the response when you move the slider to rotate the flipper at an acceleration the ball does not react to the speed nor acceleration of the flipper probably a picture would be better to explain .
  • SocksSocks London, UK.Member Posts: 12,822
    I'm still a little confused, sorry, maybe I'm just being a bit slow today, I'm just getting confused by all the terms ('juggle', 'catapult', 'at an acceleration' etc).

    ?
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    I think he just means a pinball flipper:

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  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I would use a vetor to angle for acceleration in the ball based on the sped of the flipper.
    so try this make a rule in you ball like this and also make three game level REAL attributes Flipper_X and Flipper_Y and Flipper_Angular_Velocity


    In the Flipper at the top of the code stack put a

    contstrain attribute: game.Flipper_Angular_Velocity to self.angularvelocity

    In the Ball

    RULE
    When ball collides with actor FLIPPER Attribute self.angularvelocity is >100

    Accelerate behavoir

    Direction: vectortoangle (self.positionX - game.flipperX,self.positionY - game.flipperY)

    Speed: game.Flipper_Angular_Velocity

    Didn't test it but this shold get you going in the right direction.



  • MegaemmanMegaemman Member, PRO Posts: 72
    @taitiang yep that's it ,@fryingbaconstudios ill give it a go and see if it will work @socks sorry for being so confusing thanks for your input
  • SocksSocks London, UK.Member Posts: 12,822
    @taitiang yep that's it ,@fryingbaconstudios ill give it a go and see if it will work @socks sorry for being so confusing thanks for your input
    Nothing to apologise for, I just find some questions hard to interpret / understand, it doesn't take much to confuse me.

    :)
  • MegaemmanMegaemman Member, PRO Posts: 72
    edited May 2013
    @FryingBaconStudios,@socks,@taitiang :well I gave it a go but, flipper is more like a teeter-totter if that helps any I want the teeter-totter to flick the ball if that makes any since

    So you use the slider to move the teeter-totter flipper which maneuvers the ball by flicking , flinging , or juggling

    So the problem is what happens is that when I try to flick the ball it falls through the flipper or just rolls off
  • MegaemmanMegaemman Member, PRO Posts: 72
    So it's not a pinball flipper it is a rotating teeter-totter flipper
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Well for one increase the density of the teeter flipper by a couple hundred more than the ball and add a bit like 3 to friction this should help the pass through issues. How much control do you want over the ball? Sound like you want to be able to like balance it on the teeter and then fling it when ready.
  • MegaemmanMegaemman Member, PRO Posts: 72
    edited May 2013
    How much control do you want over the ball? Sound like you want to be able to like balance it on the teeter and then fling it when ready.
    @FryingBaconStudios exactly that's it ! How would I go about that?

    If the ball lands on the teeter- flipper I would like to balance it and be able to fling the ball when ready .
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Hmmm never done anything like that before but let me ponder it. Kinda busy today as we are publishing our game tommorow. But I will come back with something over the weekend unless someone beats me to it.
  • MegaemmanMegaemman Member, PRO Posts: 72
    edited May 2013
    Hmmm never done anything like that before but let me ponder it. Kinda busy today as we are publishing our game tommorow. But I will come back with something over the weekend unless someone beats me to it.
    @FryingBaconStudios Ok until then ill continue to tinker thanks for the help
  • MegaemmanMegaemman Member, PRO Posts: 72
    The flipper is controlled by a slider to make it teeter totter the problem lies in the reaction with the ball I want it
    If the ball lands on the teeter- flipper I would like to balance it and be able to fling the ball when ready
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited May 2013
    [Merged] Please don't open multiple threads for the same issue.

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  • MegaemmanMegaemman Member, PRO Posts: 72
    @taitiang sorry about that just trying to see if other people had some input ,won't happen again
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @emsteve it's understandable but we discourage multiple threads. Better to wait a few hours or a day and then post some additional information or questions.

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  • MegaemmanMegaemman Member, PRO Posts: 72
    @taitiang


    In the Flipper at the top of the code stack put a

    contstrain attribute: game.Flipper_Angular_Velocity to self.angularvelocity

    In the Ball

    RULE
    When ball collides with actor FLIPPER Attribute self.angularvelocity is >100

    Accelerate behavoir

    Direction: vectortoangle (self.positionX - game.flipperX,self.positionY - game.flipperY)

    Speed: game.Flipper_Angular_Velocity

    Didn't test it but this shold get you going in the right direction.

    This equation is off should it just be velocity because I don't want the ball to rotates I want it to travel away from the paddle at an angle i guess kinda like how you can with pinball . Should I post a Video to show what the problem is ?
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