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  • Let's say you have a bridge in a side-scrolling game that's made up of multiple adjacent active objects. How can you make the bridge lower a bit in the spot where your character is standing? Check the video below to get an idea of what i'm talking about

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    Thanks in advance

  • You could have a flag on the active that says if it's stepped on or not, if it's stepped on it increases Y of active by 1(or whatever you choose) but only once when action loops. Then when it is no longer stepped on, it goes back up.

  • Maybe I'm not understanding your explanation right but I don't think that will solve my problem.

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    The two ends of the bridge should always remain in the same place, the part the character is standing on should be the lowest part, and the parts in between should adjust to smoothly connect those points.

    The bridge is basically similar to a tightrope actually.

  • I think this is what you're looking for. It's on Marv's MMF example site. Under Examples 2, MMF Examples O-P mid way down. (Physics Engine) Uses the Box2d extension and it has a bridge.

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  • Thanks, that pretty much is the type of bridge I'm looking for. I'd like to do it without having to use box2D though if possible. If anyone else has an ideas it would be greatly appreciated.

  • He probably just wants the blocks closer to the centre of the bridge to move down more than those on the edges (as well as influencing the vertical position of all the blocks on the bridge). I'm sure that can be done without box2d.

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  • I would imagine you can just have actives that check their x distance from the player's x distance and then push down accordingly. So if the x of the object is close to the x of the player, it gets pushed down to maximum... farther away... less.

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    My examples:
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  • Awesome example [MENTION=9423]Konidias[/MENTION] ! I was wondering if it would be possible to use the loopindex or some such way that each rope part lowers further down the closer to the center of the bridge you get? On the Jazz example, the centre-most bridge piece goes down furthest, whilst each further away part is symmetrically higher up, so as to approximately resemble the load on a rope bridge. The other question I have is how this could be reused for several different rope bridges without having to make loads of duplicate active objects?

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  • Hmmm working on something but might take me a bit since I'm slammed for time. I have it so you can set a start post and end post and it generates the bridge pieces for as many bridges as you want in your level... I just need to work out the math so you get all bridge pieces being affected when the bridge is stepped on based on their distance from the center of mass and how close they are to the end posts. (would want less impact on the pieces that are closer to the posts, I would imagine)

    I'll get something worked out in a couple days

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    My examples:
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  • Hmmm working on something but might take me a bit since I'm slammed for time. I have it so you can set a start post and end post and it generates the bridge pieces for as many bridges as you want in your level... I just need to work out the math so you get all bridge pieces being affected when the bridge is stepped on based on their distance from the center of mass and how close they are to the end posts. (would want less impact on the pieces that are closer to the posts, I would imagine)

    I'll get something worked out in a couple days

    Thanks, I'm really looking forward to it, been hoping for something for a long time!!

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  • [MENTION=9423]Konidias[/MENTION] I'm still eager with anticipation to see what you've gotten so far! :D

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  • Thanks so much to [MENTION=14816]BartekB[/MENTION] for making these amazing examples:
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    Takes into account the Y pos: Please login to see this attachment.

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