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Ragdoll thing
I have made a platform engine with a ragdoll. If you have any better way of coding the platform part or have any feedback, pls do so. I just need a better platform code, because you can see that the one I have is a bit messed up.
Heres the link: www.chewableonline.com/~daryl/public/rag.swf
BTW, press K to kill your self and arrow keys to move, J to punch. You can hit
the "punching bag".
Last edited by monstercheif; 09-22-2005 at 08:25 AM.
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A very senior man
yay go mr floppy!
now why didnt i ever think of putting in a kill myself key before!? great feature!
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SaphuA
Hey that's pretty neat
One thing though, it seemed that the arms were going up too soon (somewhere in the dead-zone of the jump). That made it look a bit odd.
I liked the kill myself function aswell
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M.D.
the guy looks better when he's dead or dying. Maybe have actual animtion up until the point of death.
Good work though, funny stuff.
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V For Victory!
Is that difficult to do? I've always wanted to try it, but I wouldn't know where to start.
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Its not that difficult, its mostly maths. you can search the web for inverse kinematics. And thanks for the feedback.
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Doesn't the name say it all?
I've always wanted to experiment with this type of stuff for a fighting/platform game. I am most interested in how you made the punching motion work. Can you use the same method to control joint movement along with endpoint movement? (because I was thinking of attempting an engine that has natural poses, but blends with completely ragdoll reactions/inbetweens)
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hehehehe, sorry dude, that's one of the coolest and funniest things i have seen. just go forwards and keep jumping (you can get the *frolic frolic* feeling). For platform, I guess you should try point based collision detection for slopes.
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How do you do that?
And evil demon creature, you can, thats what i did
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Insignificant Member
Cool! I think there should be a whole different running animation and punching animation, then the ragdoll effects come into action on death. But put restrictions on the ragdoll effect (realistic joints, not so floppy) and increase the gravity so the body falls faster. A bit of a bounce when the player hits the ground would be awesome too.
Just saying this because you seem very competent.
I have like, a gazillion posts on my other account.
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I made a better one:
www.chewableonline.com/~daryl/public/rag2.swf
I did the slope collision, but its still a bit wierd. Any platform codes would still be welcomed.
Thx for feedback.
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Doesn't the name say it all?
Heh, cool. I'll have to look it up sometime. Although I do have some feedback, not about the platform collison though.
Whenever I drag and throw someone through the air, they tend to slow down mid-air until they start falling down vertically. Considering how little friction an object has in air, this seems to take a bit away from your realistic physics.
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Style Through Simplicity
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it looks a bit ridiculous if you ask me. but cool.
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