Green_Meteor_Team
Name: Zachary Helm
Age: 17
Location: Virginia, USA
Description: I've been working with Game Maker since 2004, so I'm pretty much an expert at GML. If you have any questions feel free to ask. 2009 is a big year for me as the team (Green Meteor Team) will be working together for the first time - and my best designs are going to be put to good use! Seriously I can't wait to unveil the awesome stuff we're making for 2009.
If you want to check up on the team go to www.greenmeteorteam.com
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Registered: 02 March 2007
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Game: A Day At The Arcade
Added: 06 March 2009
Created by: Green_Meteor_Team
Pros: Money
Cons: No music, sounds were few and stark, glitches,
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9 days ago Green_Meteor_Team talked about the game PSB-Physics Open Source
Yes but the biggest annoyance is probably that there is currently no calculation for the center of the blob. You could create an instance called obj_jump or something; then you can use the create event of it to do something like: with(obj_point){ vy -= jump_speed; } From there you could make jump speed stronger if the point is closer to obj_jump and you'd get a more fluid jump.
57 days ago Green_Meteor_Team talked about the game PSB-Physics Open Source
Technically 1 line of code still calls methods with hundreds or thousands of lines of code but sure, it could be easier to use for the programmer. This really is a different algorithm though, that doesn't require internal springs, I'm pretty sure GM Physics only has classic soft-bodies that aren't pressure based.
160 days ago Green_Meteor_Team talked about the game PSB-Physics Open Source
@ czakima 1 - It is downloadable, under the More Games by this Creator box there is a link that says, "Download this game now!" :P @ jer3my95 - Yep! That's how you know it's a good physics engine XD That actually happens in every Mass Aggregate style physics engine (and all soft-body engines fall under that category). So you have to put a cap on the damping if it's going to be dynamic in-game.
219 days ago Green_Meteor_Team talked about the game PSB-Physics Open Source
What I meant about the argument thing was in the create event for obj_control, you set the z and l (L) variables so that it doesn't ask you for points and radius when the object initializes. When you place the blob in a room all you need to put in is obj_control and that script (scr_createcircle()) generates the physics model around its location. Personally I'd find it easiest to just start making levels straight from the example and just use par_solid to make a framework for starters.





