Why have I got shaking Balls

chrisalchrisal Member Posts: 74
edited November -1 in Working with GS (Mac)
Hi All,

So I have been playing around with physics and drag for a couple of weeks now. I am trying to create a game on the lines of air hockey, pool that type of game, where the user is looking down on to the board. I have noticed that friction does not really work for this type of game so have had to use the dreaded drag. To get my players to stop when I want them to I have to set the drag to 300. This causes the players to to shake when they come to a stop. Also I still cannot get them to stop rotating by using the drag function. And yes I have been using GS 8.7.

Any thoughts or tips or advice on the matter would be great, are there any physics gods out there?????

Cheers
Chris

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Thread title of the year!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • chrisalchrisal Member Posts: 74
    Got to get there attention somehow!!!
  • JCFordJCFord Member Posts: 785
    Maybe you should see a doctor?
  • RattleheadRattlehead Member Posts: 485
    Have you made changes to the prototypes since they were placed into the scene and by chance have you modified the instances in the scene as well?

    Try removing the instances from the scene and reintroducing them or create a new scene. That cleared things up for me after hours of banging my head against my desk after playing with the friction, etc.

    I reported the same issue with some block actors that I had and it seems to have only been introducted since 0.8.6.
  • chrisalchrisal Member Posts: 74
    Cheers Rattlehead

    I have tried reintroducing the actors and it still does it.

    I am quite sure that it has something to do with the drag attribute because if I set it to let say "1000" the balls go crazy.

    The stress is starting to build now as I have tried everything for about two weeks. Do you know if friction works for this kind of game???

    Many Thanks
  • RattleheadRattlehead Member Posts: 485
    Hmmm... that is odd. Have you tried with a new scene? My game is based on building blocks and I did not have the drag behaviour in the blocks; which were vibrating all over the place once they were struck.

    On the levels I was having trouble with, I had noticed that I had made changes to the individual actors in the scene to customize them so they had differed with the prototype. I couldn't figure out why when I removed and re-added them the shaking stopped.

    It could be something with the Box2D physics system but maybe a person has to compare your project against the pool table example to see where the differences lie. I haven't looked at that project in awhile either so I can't remember if it uses drag or not.

    Maybe see if you can get someone from Gendai to respond as I am curious as to why this is happening as well.
  • chrisalchrisal Member Posts: 74
    Tried on the different screen as well by creating a new scene and still happens.

    Unfortunately the wiki has almost nothing on physics, like density and friction.

    It would be useful if Gendai could give us some pointers to how there physics engine works
  • azimpactazimpact Member Posts: 112
    chrisal said:
    Tried on the different screen as well by creating a new scene and still happens.

    Unfortunately the wiki has almost nothing on physics, like density and friction.

    It would be useful if Gendai could give us some pointers to how there physics engine works

    That's the biggest problem I find with this program.

    The detailed info is few and far between. You have to search the forum hoping to find an answer and when you do, it's for several versions ago and the things it describes to do are no longer present in the current version.

    I'd like to see more detailed docs on using functions, variables and of course physics that are updated with each release to document changes.
  • chrisalchrisal Member Posts: 74
    Yeah it would be good if somebody at Gendai could write more on physics in the wiki. I understand that it seems to be a community led games engine but a few more hints and tips from the code maters would be nice
  • synthesissynthesis Member Posts: 1,693
    This is a bug. I have had the same problem. It appears that when the physics engine grabs the actor...and begins "processing" the physics of it....it doesn't release it when the physics demands have stopped.

    Here is a link to the test file that I built to try to find a solution to it. No responses in several months.
    http://gamesalad.com/game/play/49309

    The only solution I have found is to spawn a clone of the actor when it comes to a virtual stop. Then destroy the old actor.

    _______________________

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  • iDeveloperziDeveloperz Member Posts: 1,169
    I lol'd.
  • RattleheadRattlehead Member Posts: 485
    It would be nice if Gendai would validate if this was indeed an issue with the physics engine or not as it happens far too often.
  • chrisalchrisal Member Posts: 74
    It would be nice to get the definitive answer in the next couple of days as it is now holding up development
  • synthesissynthesis Member Posts: 1,693
    This bug has been around since at least Feb. v0.8.3 (when I started working with GS) and probably much earlier. I asked several times for a verification of the problem with no response. I wouldn't hold up development or wait for a Gendai response/fix if I were you...as you may be waiting a long time for such.
  • chrisalchrisal Member Posts: 74
    So does anybody know any good work arounds, apart from respawning the actor, as I think this would mess with the local attributes
  • ForteForte Member, PRO Posts: 297
    @iDeveloperz

    meh 2 lulz

    I think its a bug.

    But the post name sure caught my attention!

    lol!

    Cheers, Dragokillz
  • ChunkypixelsChunkypixels Member Posts: 1,114
    I have the same issue in a game Im building, and agree on all accounts..... especially the woeful lack of supporting documentation on Gendai's part.

    If it wasnt for the support from people on the forums, I'd have probably ditched GameSalad, as the provided documentation has big holes in it all over the place.

    From digging through the forums, it does appear to be a known bug thats been around for a while, so it would be nice if it could be fixed, instead of us having to figure out yet another work around.
  • chrisalchrisal Member Posts: 74
    just looking through all the games posted I found this obstacle pool game, this does not seem to have the same issue and so the question has to be...

    Patronus, why are your balls not shaking like mine???

    Link
    http://gamesalad.com/game/play/29821
  • TrisTris Member Posts: 58
    +1 Best title ever.
  • chrisalchrisal Member Posts: 74
    Hi all, Sorry I am bumping this up again, but my head ache persists and am hoping that somebody may hold the secret to still balls
  • synthesissynthesis Member Posts: 1,693
    Sorry...There is no secret remedy. Its a flaw in the physics engine.

    The only solution is clone new and destroy original.
  • chrisalchrisal Member Posts: 74
    i have trued that but for some reason when it spawns, it spawn just to the left of the original and looks crap
  • LumpAppsLumpApps Member Posts: 2,881
    I had the same thing. What I did is make a rule that when self motion linear velocity x or y is smaller then say 5 set motion to 0.
    You have to use motion because it is the only way to overrule all kinds of movement (acceleration, move, etc)

    And kudo's for the thread title :)
  • QbAnYtOQbAnYtO Member Posts: 523
    title=epic
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Can we please look at how old threads are before bringing them back to the top of the list?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Exactly. Ive emailed gs about auto locking threads over 3 months old. Gamesalad has changed so much in the past few releases old threads just confuse people. As good as this title was.
This discussion has been closed.