Jump to content

Search the Community

Showing results for tags 'ragdoll'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3 results

  1. Eurico

    emojigame

    emojigame.azurewebsites.net Hi, This is my first project, will be my undergraduate paper, and my first post here. It's on early stage, but I think I found a new way to produce text-mode games using Unicode and PHASER. soon on Github (must learn how...). I have a proposal for collaborative production. Who likes the idea? Any comment, critical, tip, 2cents,... please! sorry for poor english, I'm from Brazil. Thank's Phaser team. [email protected] undergraduate programming student
  2. So, I'm looking for ways to create a ragdoll effect using Cannon.js, and (preferably) a skinned, imported mesh. I tried the following 2 methods: #1: Use getRotation/position/absolute.. etc on the bones, to match with the Cannon bodies. This doesn't seem to work like it does the other way around (Match Cannon body to bone position and rotation). #2: Split my model into the different body parts, so each and every limp can be used seperately. This 'can' work, but requires a lot of work, and won't look as good as on a skinned model. Here is an example of a ragdoll, shamelessly stolen from the Cannon.js Three.js Ragdoll example: http://www.babylonjs-playground.com/index.html#XVETC#3 I'm looking for creative ways of achieving this very same ragdoll effect, but with a model. Edit: Forgot to mention, press A to start the ragdoll by enabling the stepping of the Cannon world.
  3. So I'm trying to create a rag doll based game, where the user dodges some falling objects! It's inspired by one of my favorite games as a kid: http://www.freewebarcade.com/game/ragdoll-avalanche-2/ There isn't really any documentation on this and frankly I'm pretty new to game development(not javascript though) Whats the easiest way to get a ragdoll running in phaser? I was able to find a vague reference leading to P2JS and its ragdoll example but: 1. I'm not skilled enough port it to phasers built in P2 2. The ragdoll isn't very similar to the one in ragdoll avalanche Is there a way to do this with sprites & maybe physics editor to get it running more the like example game I provided? Any help / example code you'd be willing to share is greatly appreciated! -Thanks for reading
×
×
  • Create New...