Fangames > Engines
RegalPrime-UnityEngine v1.4.1 - 8-18-15
13lueWolf:
--- Quote from: patrickgh on August 02, 2014, 06:45:32 PM ---But I think that no matter what, even with a lot of tweaking, there would always be noticeable deficiencies when compared to the standard Game Maker base ("engine") that everyone uses.
...since they would never be perfect (valign, jump cancelling would be very tedious to do, and probably impossible to get exactly right).
--- End quote ---
My game is an example that the physics can be exactly the way they are in GM, or even BETTER than in GM. If you've never seen my game, that's fine because it's not released to the public yet. But I can assure you that you CAN have pixel precise and perfect physics like the default guy game engines in GameMaker. My physics and controls are VERY polished, so being a veteran of the guy game world, I can confirm that there are no differences between my engine's physics and a GM engine's physics.
Jump cancelling is not a feature of the GM engine. It is a flaw. Do not confuse the two.
RegalPrime:
Maybe I was a bit overzealous calling GM not a real programming language, but when you learn to program in certain languages and you goto GM and dont have all of those tools, it gets frustrating.
Just to reiterate, the physics on the guy are literally just that. I am using forces to move the guy and not pixel based moments atm.
I created the guy prefab near the beginning of my experience with unity and compared to items I recently put in, the guy prefab needs to be rewritten (only been a few weeks into this project and Im learning stuff everyday).
13lueWolf - are you using ingame unity 2D physics for the guy or did you take the route that GM does and have the object create its own gravity (ie you calculate your own gravity every fixed update)? Fiddling around with the GM values that are standard (yuuutuu) and converting them to unity values offers weird results (maybe I have some drag or other things activated that are messing with the physics as well i dunno).
You got me thinking about it and I might go ahead and rework my guy prefab from scratch and get that to be legit.
Overall this is a pretty fun project.
Kyir:
People obsess too much over perfectly replicating the standard physics when they're doing new things. If someone makes a fun game, it shouldn't matter that much. That said, less sliding feelings while moving would probably be better for any platformer
13lueWolf:
--- Quote from: RegalPrime on August 03, 2014, 05:08:48 PM ---
13lueWolf - are you using ingame unity 2D physics for the guy or did you take the route that GM does and have the object create its own gravity (ie you calculate your own gravity every fixed update)? Fiddling around with the GM values that are standard (yuuutuu) and converting them to unity values offers weird results (maybe I have some drag or other things activated that are messing with the physics as well i dunno).
You got me thinking about it and I might go ahead and rework my guy prefab from scratch and get that to be legit.
Overall this is a pretty fun project.
--- End quote ---
I'm using the Unity built-in gravity, but at a modified value, and modified fixed update. I also limit the vertical falling speed. Not the upwards vertical speed though.
The horizontal movement is a complex expression line to get the directional input to instantly reach the predefined default horizontal speed. This also accounts for changes to the necessary speed addition/subtraction to stay at the desired speed when going up/down slopes or hitting another rigidbody2D. I don't need to limit the speed or worry about it being accelerated too much or too slowly, because the code keeps the character's velocity constant dynamically.
My method is pretty polished and I've tested many other methods and I found this one to work perfectly. But I'm sure you can come up with something good on your own. Keep working on it and make something great.
ace11575x:
I was just wondering if you were going to release the engine to others? I think you have a decent base for a guy engine it does need some love with the physics. I use C# daily at work and have been working on some small game projects on the side. I would like to get a hold of the engine I think that I could fix some of the issues others are having with the engine in general.
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