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Posted tutorial: easily add physics to your games! #24043
03/10/04 08:32
03/10/04 08:32
Joined: Jan 2004
Posts: 134
San Francisco, CA
Agent_Smith Offline OP
Member
Agent_Smith  Offline OP
Member

Joined: Jan 2004
Posts: 134
San Francisco, CA
No, you don't need to have the Commercial or Pro version!

Many of you already know about Newton Game Dynamics, others might not know, or maybe they think it's too hard to use. I wrote a small tutorial to show how everyone can add simple physics to your game. This tutorial is aimed at people who want to make their own scripts and are familiar with a few basics, like moving the player and the camera. I tried to make it as simple as possible and included the demo level. After you download you can just run the demo (no need to re-build) and check it out. There's 3 wdl files that are custom, I think beginners will find this extremely easy and helpful.

Learning to play with Newton

Keys:
w,s,a,d -- move
look -- mouse
fire -- left mouse button

Have fun, if you're interested in making car games, you can check out this demo, but the code was just copied/pasted so its quite messy, I'll clean it up for my next tutorial.

Car demo (drive straight theres a ramp ahead!

Keys:
move -- w,s,a,d
h -- reverses camera angle (used if you turn around)
r -- reset the car if it flips over (sweet)
hold 't' key -- while holding the 't' key, you can see a birds eye view of things, yes you can use the mouse to look around too. Best if you use it right as you go off the jump, then hold the 't' button down and see yourself flip.

This car has high torque and speed so it peels out really easily and slides... Just the way I like it, you can adjust the torque down, suspension, friction in the tires from WED's behavior panel. This demo was modified from the original posted at Newton Game Dynamics' website.

Have fun! Now every game can have great physics!

- Agent_Smith


Last edited by Agent_Smith; 03/10/04 08:33.
Re: Posted tutorial: easily add physics to your games! [Re: Agent_Smith] #24044
03/10/04 10:51
03/10/04 10:51
Joined: Jan 2004
Posts: 418
Atlanta, GA
Virtual_User Offline
Senior Member
Virtual_User  Offline
Senior Member

Joined: Jan 2004
Posts: 418
Atlanta, GA
Great Stuff! Thanks for the demos and code!


dplay_internet_capable = no;
Re: Posted tutorial: easily add physics to your games! [Re: Agent_Smith] #24045
03/10/04 12:26
03/10/04 12:26
Joined: Nov 2002
Posts: 601
Indy
poke_smot Offline
User
poke_smot  Offline
User

Joined: Nov 2002
Posts: 601
Indy
poof and thrown eh...

Why not use event impact to make the targets react to the projectile too.
if(your.skill1 == 1) {player_just_hit_me;}
if(your.skill1 == 2) {bullet_just_hit_me;}
if(your.skill1 == 3) {missle_just_hit_me;}


Making guns illegal will save as many lives as making murder illegal.
Re: Posted tutorial: easily add physics to your games! [Re: poke_smot] #24046
03/10/04 14:07
03/10/04 14:07
Joined: Jan 2004
Posts: 134
San Francisco, CA
Agent_Smith Offline OP
Member
Agent_Smith  Offline OP
Member

Joined: Jan 2004
Posts: 134
San Francisco, CA
Guess I could ask you the same question

- Agent_Smith


Re: Posted tutorial: easily add physics to your games! [Re: Agent_Smith] #24047
03/12/04 07:20
03/12/04 07:20
Joined: Jun 2003
Posts: 25
California, USA
Maxx3D A6 Pro Offline
Newbie
Maxx3D A6 Pro  Offline
Newbie

Joined: Jun 2003
Posts: 25
California, USA
Wow that is cool Agent Smith!
5 Stars for you Bro! YAY!!!!



-Maxx3D 3D Modeler/Animator Realspawn Productions - Ultra Line Software
Re: Posted tutorial: easily add physics to your games! [Re: Maxx3D A6 Pro] #24048
03/12/04 14:44
03/12/04 14:44
Joined: Jul 2002
Posts: 446
Switzerland
Mr Wurm Offline
Senior Member
Mr Wurm  Offline
Senior Member

Joined: Jul 2002
Posts: 446
Switzerland
Looking at this right away.


- Mr Wurm

Re: Posted tutorial: easily add physics to your games! [Re: Mr Wurm] #24049
03/17/04 10:11
03/17/04 10:11
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Looking good



Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
A newton hovercraft or floaty spacecraft ? [Re: Drew] #24050
08/12/04 19:11
08/12/04 19:11
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Hello! WOW! Thanks Drew and Agent Smith for your awesome work on Newton and the tutorials!

You rock!

Could anyone advise me how to use Newton to create floating hovercrafty vehicles kind of like those nifty hovercar things in Jax and Daxter? Like a hovering vehicle with a jet thruster, that bounces off walls and surfaces?

Thanks!

Re: A newton hovercraft or floaty spacecraft ? [Re: JetpackMonkey] #24051
08/12/04 21:54
08/12/04 21:54
Joined: Jul 2004
Posts: 65
USA, Colorado
C
cccpman Offline
Junior Member
cccpman  Offline
Junior Member
C

Joined: Jul 2004
Posts: 65
USA, Colorado
Looking at this all i can say is thanks! Great work man

However, Car demo link is broken x_x

Re: A newton hovercraft or floaty spacecraft ? [Re: cccpman] #24052
08/12/04 22:10
08/12/04 22:10
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
You're da man!!!

I can confirm the broken link.

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