Actor To Roll/Rotate Based On Collisions
mactds10
Member Posts: 63
Hello,
I just started getting into gamesalad, and just wanted to make a simple ball rolling platformer, like Rolando, but much simpler. Anyway, it's a 2D game, and I got the ball to rotate clockwise, but I can't seem to get it to rotate when it collides with an edge, and start going the other direction. I set up the self.rotation to vectorToAngle(self.MotionLinearVelocity.X, self.Motion.LinearVelocity.Y) constrain attribute, and collision is set to circular. The ball starts to rotate the opposite direction when it jumps in the air, and when I didn't include the Y variable, it didn't rotate at all.
I've been searching through the forums, but can't find out how to set up the change direction, and even tried the video from GSHelper. Any advice would be greatly appreciated.
Thank You
I just started getting into gamesalad, and just wanted to make a simple ball rolling platformer, like Rolando, but much simpler. Anyway, it's a 2D game, and I got the ball to rotate clockwise, but I can't seem to get it to rotate when it collides with an edge, and start going the other direction. I set up the self.rotation to vectorToAngle(self.MotionLinearVelocity.X, self.Motion.LinearVelocity.Y) constrain attribute, and collision is set to circular. The ball starts to rotate the opposite direction when it jumps in the air, and when I didn't include the Y variable, it didn't rotate at all.
I've been searching through the forums, but can't find out how to set up the change direction, and even tried the video from GSHelper. Any advice would be greatly appreciated.
Thank You