Hey guys! We're hard at work on the next build for Buildbox 3 due out soon. Just saw some of what @NikRudenko was working on and wanted to share it with you guys
You may have just blown my mind. But I have a challenge. Here's the types of joint from Box2d, how many of these would you expect to be featured if you don't mind me asking? Pivot Joint: A pivot joint joins two bodies at an overlapping point, like two boards joined by a rotating peg. Distance Joint: A distance joint attaches two bodies at a fixed distance. Piston Joint: A piston joint joins two bodies along a single, restricted axis of motion, like engine pistons or an elevator platform that is restricted to movement along a vertical axis. Joint Motor: Unlike the rotational motor of the pivotjoint, this motion will be linear, restricted along the defined axis. For example, a piston joint motor can be used to move an elevator platform up and down along its axis. Friction Joint: The friction joint is used to simulate top-down friction between two objects. This can be useful for simulating both translational (directional) friction and angular (rotational) friction between two joined objects. Weld Joint: The weld joint rigidly attaches two bodies at a specified anchor point in content space coordinates. Wheel Joint: A wheel joint is similar to a piston joint, except that the attached body can rotate freely like a wheel mounted to the shock absorber of a car. Most of its properties are inherited from the standard piston joint, but you can specify a mass-spring frequency and damping ratio. Pulley Joint: A pulley joint attaches two bodies with an imaginary rope whose length remains constant. If one body is pulled or pushed by some force, the other body will compensate according to the simulated rope Pulley Ratio: The pulley joint features a ratio property. This ratio can be adjusted to simulate a block and tackle arrangement. In such a scenario, one side of the pulley rope moves faster than the other. Touch Joint: A touch joint connects a single object to an on-screen target point. This can be used to move an object to a target point by a theoretical elastic joint with variable strength and elasticity. Rope Joint: A rope joint connects two objects by a theoretical non-elastic rope. This restricts the maximum distance between the two bodies even if there are other significant forces upon them. Gear Joint: To simulate sophisticated mechanical contraptions involving gears, consider using gear joints. This joint can link two bodies — or multiple bodies in sequence — in a gear-like setup. Then, one motor-driven body can realistically power the other bodies just like a real machine.
This looks awesome. BB3 seems to be coming along great. Very excited to see new features like this in the next release. Are you guys planning an update for 2.3.7? Really hoping the Animation Frames issue caused when duplicating UI’s is resolved soon. Thanks. Keep up the awesome work @NikRudenko
Hello @NikRudenko and @Sean Buildbox , can I ask what's the status on these? -scrollable menus -power ups -health/mana/etc bar -inventory -items -progression elements -menu jump -scene jump -rewards @TreySmith twitted about them months ago, I would really love to see them implemented..
This looks Awesome for Ropes and Other stuff But I have a feeling, There will be alot of Snakes in the market after that.