Platformer Ragdoll Game

Platformer Ragdoll Game

Ragdoll is a fun platform shooter game. Has a large variety of guns + epic, precise physics and astonishing blood effects. Spawn people and kill them! Find a way to help Save The Dummy in each level in this physics puzzle game. Ragdoll game Skill - Other. Demo of a narrative adventure platformer.

Rencana Program Osis more. I´ve decided to take the hard path of putting ragdoll characters in my 2d side scroller platformer. I have a good physics engine that has been able to take the task properly, and has performed flawlessly til now. Ragdoll characters are no easy task when it comes to bringing them to life in a game. The first time I saw Half Life 2, I was amazed to look at the detailed animations of the characters, and seeing them die was a lot of fun too, and it´s one of the things that inspired me to add this system to the game. The game involves a lot of inmersion in the physics engine, and having prerendered characters wouldn´t be good for the engine. Eminem Greatest Hits Album Download Torrent there.

Also, the ragdoll physics might contribute HEAVILY into gameplay(I found myself playing like an hour just tossing a ragdoll into the air, and looking how they move ) Now, I´ve recently finished an animation editor for the ragdolls. Since I´m getting so deep on this, I would like to see some other examples of this, or hear opinions and suggestions of the good people of Allegro.cc. [soapbox] Your characters should have some kind of skeletal system in place. By itself, that will prevent the arms and legs from extending into positions not 'humanly possible' (or 'alienly possible', or 'robotically possible'), such as bending backward at the joint, dislocating from the joint, etc. Each joint will need to have a default 'force' (I forget the actual term used in industry.

Tip of my tongue.) which is applied during normal use. That force keeps the character upright, and also returns that character to its 'not affected by outside forces' position. Typically (for humans), that means the character is standing, feet slightly apart, arms dropped to the sides, head upright, and fingers not 'clenched' into fists. When the character is given an action, the action dictates where the hands, elbows, etc. Need to 'go' and the actual 'force' on each joint has to be adjusted so it can carry out that movement. A call to raise_left_hand ( ) would determine that the hand is currently at the character's side (default position), and so the shoulder must rotate n-degrees, the elbow must extend 'just a little more', the wrist must rotate m-degrees, and the fingers must straighten.

For 'realism' purposes, if the character lifts its hand and finds it under a box it needs to lift, extra 'force' is necessary to do so. If this exceeds the character's strength (combined values of all the character joint's 'max force' limits), the box doesn't move. If it is light enough that the character can lift it, the forces necessary to lift the box are added, starting from the top (hands/fingers) and working their way down (toward the legs/feet). Example: Box weighs 20 pounds. The wrists 'max out' at 7 pounds apiece (20 lbs - 2*7 lbs == 6 lbs), so the elbows (which can hold up to 15 pounds apiece) need to be used in order to get the box up. Microsoft Office 2003 Collections - Technet Untouched. Another box weighs 200 pounds.

Total_force_needed = (wrist [ 0 ].max_force + wrist [ 1 ].max_force ) // 7 apiece == 14 + (elbow [ 0 ].max_force + elbow [ 1 ].max_force ) // 15 apiece == 30, 14+30 == 44 + (shoulder [ 0 ].max_force + shoulder [ 1 ].max_force ) // 50 apiece == 100, 44+100 == 144 + (torso.max_force ) // 30, 144+30 == 174 + (leg [ 0 ].max_force + leg [ 1 ].max_force ) // 80 apiece == 160, 174+160 == 334 (which is >200) As you can see, you don't need to get your legs involved if you can simply lift the object with your hands and arms, but you DO if your hands, arms, etc. Aren't sufficient by themselves. So if the box is too heavy, your joints will simply be insufficient to move it (you are now crushed under a boulder). When ragdoll comes into effect, you simply drop all of the forces of the character's joints to 0. Any item grasped in the fingers will be released (some previous force had to have been applied to keep them 'closed'), legs will buckle, shoulders will go limp, and all of the parts of the body will have the full force of gravity (or water, or wind) take over. What´s the best approach for flipping the ragdoll? Box2D lacks Rotation in another axis, so will I have to 'cheat' the positions for getting everything in the right place?