xhedgehogx Posted July 12, 2006 Report Share Posted July 12, 2006 Anyway to put ragdoll physics in TGF? Link to comment Share on other sites More sharing options...
Andrew Posted July 12, 2006 Report Share Posted July 12, 2006 No. Link to comment Share on other sites More sharing options...
Zonar Games Posted July 12, 2006 Report Share Posted July 12, 2006 That will probally need an DLL to to! That kind of stuff is'nt easy at all. I could of helped you out if you used GM because I have the perfect example but I never used TGF. Link to comment Share on other sites More sharing options...
Gradient Posted July 12, 2006 Report Share Posted July 12, 2006 If you used GM6.1 you could have used GMPhysics, which even includes walking ragdoll people. However, it involves dozens upon dozens of scripts, and the walking people are shaky at best. And unless you build your game around the physics from the off, it's a nightmare to implement it properly. Link to comment Share on other sites More sharing options...
Andrew Posted July 12, 2006 Report Share Posted July 12, 2006 That will probally need an DLL to to! That kind of stuff is'nt easy at all. I could of helped you out if you used GM because I have the perfect example but I never used TGF. You don't know anything about TGF do you? Link to comment Share on other sites More sharing options...
ssbfalcon Posted July 12, 2006 Report Share Posted July 12, 2006 It's possible, but probably not worth the time... Every object of course would have to be made up of many different pieces, and you'd have to animate them with code. 3E modifier object may be able to help with that a little in that since I think it allows you to pin objects to each other in specified locations (so arms and legs stay arms and legs...) And TGF1 has this really bad object limit... Link to comment Share on other sites More sharing options...
DiabloHedgehog Posted July 12, 2006 Report Share Posted July 12, 2006 No. It's possible. Link to comment Share on other sites More sharing options...
Asuma Posted July 12, 2006 Report Share Posted July 12, 2006 These are for MMF, but you problay can convert them to TGF. Ragdoll Physics Base Distance Constraints - Ragdoll Base Ragdoll Effect Link to comment Share on other sites More sharing options...
Rael0505 Posted July 12, 2006 Report Share Posted July 12, 2006 I spent a good five minutes trying to think of how to respond to his Zonar's post but couldn't figure out how. Link to comment Share on other sites More sharing options...
xhedgehogx Posted July 12, 2006 Author Report Share Posted July 12, 2006 I did make a really cheap ragdoll physics effect before, the body only fell to the right though, and it just plain sucked. I'll look at those MMF examples. I think I deleted it though. Link to comment Share on other sites More sharing options...
LarkSS Posted July 12, 2006 Report Share Posted July 12, 2006 I was planning on creating something like that, but put it on hold until I learn some trigonometry to do so. I understand how to create it WITHOUT using any complicated extensions and I even have a working ( although kinda cheap ) drawing system. Rael knows what I'm talking about. The answer to the question is, it's very possible, but would require lots of knowledge and lots of objects to do so. If you managed to get it working, you'd probably be 20-40 objects away from the limit which isn't giving you much. Link to comment Share on other sites More sharing options...
Serephim Posted July 12, 2006 Report Share Posted July 12, 2006 its definately possible, it would just take ALOT of active objects. but in TGF? Nah. MMF can do it, im sure. But not TGF. Link to comment Share on other sites More sharing options...
Asuma Posted July 12, 2006 Report Share Posted July 12, 2006 yea, you should switch to MMF. TGF is very limited. Link to comment Share on other sites More sharing options...
Zonar Games Posted July 12, 2006 Report Share Posted July 12, 2006 You don't know anything about TGF do you? I only used it once and did'nt like it so I went back to Game Maker. What I mean xhedgehog is that physics use dlls. Programs like Game Maker, and others can't really support this good enough at least thats what I know based on the numerous programs I worked with in the bast, please guys correct me if I wrong. Link to comment Share on other sites More sharing options...
Kittie Rose Posted July 12, 2006 Report Share Posted July 12, 2006 The bridges in GHZ are an example of some of the very early techniques that led on to Ragdoll physics. It's based on the idea of one part having "pull" over the other, but it still being in some way seperate and loose. There probably is a way to do simple ragdoll physics. It's also probably not very practical at all. Link to comment Share on other sites More sharing options...
ssbfalcon Posted July 12, 2006 Report Share Posted July 12, 2006 erm... dlls are just as you know other outside code that you can plop into a program so you don't have to write that code on your own... Regardless, you'll have to seperate the object into limbs etc, and then apply physics to each part, whether or not it's your code. MMF didn't support quite a bit yet look what stuff that wasn't possible in it we managed to do... I for one am most impressed with how we got parallax done... And what Kittie Rose said is basically the point of ragdoll physics... Oh, and ragdoll physics really isn't worth it unless you plan to put it to greater use than a dying animation, which is done far too often... Link to comment Share on other sites More sharing options...
Serephim Posted July 13, 2006 Report Share Posted July 13, 2006 Death Ragdoll is what makes most games fun. (you know that flash game, "N"? it would be 70% more boring if he diddnt have ragdoll physics when he got owned.) Link to comment Share on other sites More sharing options...
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