New Advanced Trajectory Template from KF
kjfluke
Member, PRO Posts: 23
Hey guys. I have been trying to improve on ORBZ trajectory demo and I have finally done it. I am happy to share this discovery with the community, so if someone knows where I can upload it to make it available to all, let me know. Here is a video demo.
The template allows you to move the cannon anywhere on the screen and still get a live trajectory path. It also places the plot points evenly spaced from the cannon to the predicted endpoint so the dots don't disappear when aimed straight up.
Note that in the video the ball as a drag attribute set to 100, but with no drag, the pall follows the path exactly! Thanks to ORBZ for the great start and to Wikipedia for posting the range formulas I needed. I hope you can put it to good use!
-K
The template allows you to move the cannon anywhere on the screen and still get a live trajectory path. It also places the plot points evenly spaced from the cannon to the predicted endpoint so the dots don't disappear when aimed straight up.
Note that in the video the ball as a drag attribute set to 100, but with no drag, the pall follows the path exactly! Thanks to ORBZ for the great start and to Wikipedia for posting the range formulas I needed. I hope you can put it to good use!
-K
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Any one have this template ?
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but I made my own (built from the ORBZ template called Realtime Projectile Trajectory)
download link: https://www.dropbox.com/s/jq8y9qf3s8ht1fr/cannon psychics.zip
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What happened with this? did any body uploaded the template?
This is over 2 years old
I don't think so.
Its a shame, I had the Orbz trajectory Demo, but I cant make it work as nice as this. (shooting left, rendering the points evenly, even totally upwards, etc...) It would have save me lots of time...
In order to keep the dots evenly distributed, and allowing to render when shooting upwards, I am trying to replace the "display size" with a range equation... but, it dont work, as it tracks this distance only once... I will keep trying, if succesful I would post the template here...
Well, after a little bit of work, I managed to keep the dots evenly spaced.
You should constrain a game atribute with the "reach" formula:
((game.launch.velocity^2)sin(2game.launch Angle))/game.gravity
Create an attribute for the dots, init x, and make the dot change it with its own x position.
Then create a constrain for their x position "self init x/(Game.display.size.with/game.reach)"
Thats cool!
**Nate - Pixel Artist - Developer - Graphics Designer **