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In ExtremePhysics / Tutorials:

Maarten Baert

Administrator

Comment #1: Wed, 1 Sep 2010, 18:11 (GMT+1, DST)

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Quote: Ccj

I downloaded GamerXP's program (awesome tool!) and experimented with adding polygons to sprites, but I'm still having trouble achieving the desired effect. What I'd really like to emulate is a 'soft body' effect, such that if I drop the object within whose creation event I placed the txt output from GamerXP's program [replacing sprite_index with the name of the sprite] the region of the sprite I defined with the polygon will bounce distinctly from the rest of the sprite, as if it were fatty or disconnected tissue etc. How would I go about setting up a spring/damping effect on the polygon region in order to make this work?

Thanks,

CCJ

Things like that are very difficult to make. There's a simple soft body example in the testbed, but I don't think it's suitable for what you're trying to do. You could try using small spheres connected to springs, but I'm not sure whether this will give the effect you want.

Quote: Ash123987

I need help opening the file its a dll file and it says i cant open so i went to a suggest download to help open and it still doesnt work. Ive tryed 2 diffrent programs i tried changing the file name if thats what you were trying to tell me in the tutorial non of it works...

What are you trying to do? You don't have to open the DLL, just put it in the game directory and use the scripts ...

Quote: Eddys12

um i need help with your model creator how do you add textures to individual parts of the model instead of the whole model and why cant textures be put in triangles?

You can only use one texture per model because GM supports only one texture per model. If you need multiple textures you should either combine the textures in one image, or use multiple models.

Last modified: Wed, 1 Sep 2010, 18:18 (GMT+1, DST)

In ExtremePhysics / Tutorials:

Ash123987

Comment #2: Mon, 30 Aug 2010, 21:19 (GMT+1, DST)

Quote


I need help opening the file its a dll file and it says i cant open so i went to a suggest download to help open and it still doesnt work. Ive tryed 2 diffrent programs i tried changing the file name if thats what you were trying to tell me in the tutorial non of it works...

In ExtremePhysics / Tutorials:

Eddys12

Comment #3: Fri, 27 Aug 2010, 15:12 (GMT+1, DST)

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um i need help with your model creator how do you add textures to individual parts of the model instead of the whole model and why cant textures be put in triangles?

In ExtremePhysics / Tutorials:

Ccj

Comment #4: Thu, 26 Aug 2010, 8:26 (GMT+1, DST)

Quote


I downloaded GamerXP's program (awesome tool!) and experimented with adding polygons to sprites, but I'm still having trouble achieving the desired effect. What I'd really like to emulate is a 'soft body' effect, such that if I drop the object within whose creation event I placed the txt output from GamerXP's program [replacing sprite_index with the name of the sprite] the region of the sprite I defined with the polygon will bounce distinctly from the rest of the sprite, as if it were fatty or disconnected tissue etc. How would I go about setting up a spring/damping effect on the polygon region in order to make this work?

Thanks,

CCJ

In ExtremePhysics / Tutorials:

Maarten Baert

Administrator

Comment #5: Thu, 19 Aug 2010, 14:28 (GMT+1, DST)

Quote


Quote: Ccj

Hello Maarten,

Amazing job with both the Model Creator and ExtremePhysics! Regarding the the latter: is it possible to 'rig' pre-existing sprites with an ExtremePhysics body armature to give said sprites 2D physics properties?

Sure, you can use polygons to do that. GamerXP has made a program that generates code for polygons. You can download it here:
http://sprites.3dn.ru/Uploads/Files/PolygonCreator.rar

In ExtremePhysics / Tutorials:

Ccj

Comment #6: Tue, 17 Aug 2010, 17:18 (GMT+1, DST)

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Hello Maarten,

Amazing job with both the Model Creator and ExtremePhysics! Regarding the the latter: is it possible to 'rig' pre-existing sprites with an ExtremePhysics body armature to give said sprites 2D physics properties?

In ExtremePhysics / Tutorials:

Maarten Baert

Administrator

Comment #7: Tue, 10 Aug 2010, 20:26 (GMT+1, DST)

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Quote: Retarded_lemon

PERFECT PERFECT PERFECT, this is a briliant physics engine, and however extensive your tutorials are, I am not sure on one thing. I have been playing around in the engine_example and have set up a simple drawing system where you draw a shape and well, it gets created. To do this i was using your new multipoly system but the fact that you must create polygons clock-wise and they must join up defeated the purpose I had in mind, so I decided to make the new object create several line-shapes in the one body, which works perfectly but... To see the body I have to use the usedebugdraw. So, is there a way I can find all the points in a body or is there another solution.

PS. I am extremely fluent in gml but only know very minimal c++

Many thanks

Retarded Lemon

Since you created the line shapes I guess you can also remember where they are. All you need is a function to convert local coordinates to world coordinates, and there are a few functions that can do this: coordinate and vector conversions. Does this answer your question, or do you need something else?

Quote: Retarded_lemon

@ Maarten: Could you set up a PM System and allow members to start threads. That sort of system might be better than using your tutorial section for our needs... just an idea.

I'm programming this website myself so this will probably take some time, but I think it shouldn't be too hard since I've already created this comment system.

In ExtremePhysics / Tutorials:

Retarded_lemon

Comment #8: Mon, 9 Aug 2010, 1:35 (GMT+1, DST)

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@ Omaga: Yes it would be possible to embed this physics engine into your game, and the hspeed/vspeed shouldn't cause too much of a problem. If you need just a basic examlple look at the engine example included with the engine, if you want top down physics just look for any lines of code in the create event like this:
ep_body_set_gravity(global.world,body,0,0.2);
and remove them. You would still need to slow the objects down or it will seem like it is on ice.

@ Maarten: Could you set up a PM System and allow members to start threads. That sort of system might be better than using your tutorial section for our needs... just an idea.

In ExtremePhysics / Tutorials:

Omaga

Comment #9: Sat, 7 Aug 2010, 21:28 (GMT+1, DST)

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Is there a sample .gmk file that uses this? I would like to use the dll but I cant seem to put it to use in my game. A great example would be where a few objects in a topdown can be moved, and do there physics stuff like collisions.

And would it be possible to include this in a game that allready has controld movement with the v&hspeed that is allready part of GM? (I have a feeling I may have compatibility problems beacuse of this)

Last modified: Sat, 7 Aug 2010, 21:41 (GMT+1, DST)

In ExtremePhysics / Tutorials:

Retarded_lemon

Comment #10: Fri, 6 Aug 2010, 4:00 (GMT+1, DST)

Quote


PERFECT PERFECT PERFECT, this is a briliant physics engine, and however extensive your tutorials are, I am not sure on one thing. I have been playing around in the engine_example and have set up a simple drawing system where you draw a shape and well, it gets created. To do this i was using your new multipoly system but the fact that you must create polygons clock-wise and they must join up defeated the purpose I had in mind, so I decided to make the new object create several line-shapes in the one body, which works perfectly but... To see the body I have to use the usedebugdraw. So, is there a way I can find all the points in a body or is there another solution.

PS. I am extremely fluent in gml but only know very minimal c++

Many thanks

Retarded Lemon

In Model Creator / Documentation:

Maarten Baert

Administrator

Comment #11: Mon, 28 Jun 2010, 21:30 (GMT+1, DST)

Quote


Quote: Hellcat

Beste Maarten,

Dit weekend (ondanks de temperatuur!) je Model Creator gedownload omdat ik zo'm programma zoek voor GM7. Ben al langer bezig met een simulatieprogramma en wil dit in 3D maken. Lukt aardig tot nu toe, met draw_primitives. Met modellen lijkt me beter.
Allereerst mijn complimenten voor je programma, daar zullen nogal wat uren inzitten.
Des te jammer dat er geen duidelijke handleiding is...
Dankzij een boek over Managed DirectX en XNA 3.0 weet ik inmiddels wel hoe 3D werkt met vertices, culling en zo, en ook dat dit in visual C#(XNA) niet meevalt. GM is makkelijker maar zonder voorgaande boeken was ik niet zover gekomen als ik nu ben.
Het lukt me met jouw programma aardig om een model te maken en dit met een texture in GM te tekenen.
De volgende dingen ontgaan me echter volledig:
Menu Color: Dit heeft geen effect op mijn modellen. Je kunt bovendien 2 kleuren instellen maar wat kun je daarmee?
Rendering: Ik vind hier nergens een knop voor!

Ik zou het op prijs stellen als je hier voor raad kunt geven.

Groeten, Hellcat Henk

Vertexkleuren kan je instellen door eerst een kleur te kiezen (één van de twee), dan wat vertices te selecteren en dan op de verfpot-knop te klikken bij de juiste kleur. De vertices horen nu die kleur te krijgen. Er zijn twee verschillende kleuren maar die hebben geen speciale functie, het is alleen bedoeld om het makkelijker te maken om je model te kleuren (de meeste tekenprogramma's hebben ook twee kleuren).

Rendering kan je vinden in het previewscherm. De knop staat daar omdat het mogelijk is om meerdere modellen samen te voegen in het previewscherm en deze dan samen te renderen (met eventueel verschillende textures voor elk model).

Veel succes nog!

In Model Creator / Documentation:

Hellcat

Comment #12: Mon, 28 Jun 2010, 19:41 (GMT+1, DST)

Quote


Beste Maarten,

Dit weekend (ondanks de temperatuur!) je Model Creator gedownload omdat ik zo'm programma zoek voor GM7. Ben al langer bezig met een simulatieprogramma en wil dit in 3D maken. Lukt aardig tot nu toe, met draw_primitives. Met modellen lijkt me beter.
Allereerst mijn complimenten voor je programma, daar zullen nogal wat uren inzitten.
Des te jammer dat er geen duidelijke handleiding is...
Dankzij een boek over Managed DirectX en XNA 3.0 weet ik inmiddels wel hoe 3D werkt met vertices, culling en zo, en ook dat dit in visual C#(XNA) niet meevalt. GM is makkelijker maar zonder voorgaande boeken was ik niet zover gekomen als ik nu ben.
Het lukt me met jouw programma aardig om een model te maken en dit met een texture in GM te tekenen.
De volgende dingen ontgaan me echter volledig:
Menu Color: Dit heeft geen effect op mijn modellen. Je kunt bovendien 2 kleuren instellen maar wat kun je daarmee?
Rendering: Ik vind hier nergens een knop voor!

Ik zou het op prijs stellen als je hier voor raad kunt geven.

Groeten, Hellcat Henk

In ExtremePhysics / Getting started:

Maarten Baert

Administrator

Comment #13: Wed, 23 Jun 2010, 16:37 (GMT+1, DST)

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Quote: N1k10s

I am simply amazed. Thank you so much for these tutorials. I shall stop by every now and then to see what might have been added. I would say that I am an intermediate when it comes to programing and that this is far beyond me. However, your tutorials make perfect sense.

One question: Are these codes free to use in other programs? It is exactly what I need for a game of mine created with GM.

The code in this tutorial is of course completely free. The source code of the DLL is distributed under the terms of the GNU Lesser General Public License, which means you can use it in any project, but if you start making changes to the source code you have to make those changes public under the same or a similar license. If you're just using the DLL or the extension in GM, then it is "free to use, also for commercial games".

In ExtremePhysics / Tutorials:

Maarten Baert

Administrator

Comment #14: Wed, 23 Jun 2010, 16:23 (GMT+1, DST)

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Quote: Tenkeral

he program asks me the file "Extreme Physics 2.1.dat" and the download does not contain this. Is there any solution?

You probably tried to install the extension by copying the GEX file to the extensions folder. This is not the correct way to install extensions in GM. You should delete the GEX again and install it correctly. You have to install the extension using the 'Install' button in GM (Resources > Select Extensions > Install > Install). GM will ask you to select the GEX file. Select the file and GM will install the extension for you. After installing you can delete the original file (but not the files GM has created in the extension folder).

Last modified: Wed, 23 Jun 2010, 16:25 (GMT+1, DST)

In ExtremePhysics / Tutorials:

Tenkeral

Comment #15: Wed, 23 Jun 2010, 10:53 (GMT+1, DST)

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he program asks me the file "Extreme Physics 2.1.dat" and the download does not contain this. Is there any solution?

In ExtremePhysics / Getting started:

N1k10s

Comment #16: Sat, 5 Jun 2010, 9:47 (GMT+1, DST)

Quote


I am simply amazed. Thank you so much for these tutorials. I shall stop by every now and then to see what might have been added. I would say that I am an intermediate when it comes to programing and that this is far beyond me. However, your tutorials make perfect sense.

One question: Are these codes free to use in other programs? It is exactly what I need for a game of mine created with GM.