Ragdoll Physics

I want to do a ragdoll physic but i dont want to waste multiple objects just for that, i think its possible with the right manipulation of the random, size and rotation tool but im not great with overly complicated combinations, i would like some help please, this game is 2 dimensional. https://flowlab.io/game/view/1509667

Nobody on Flowlab (From what iv’e seen) has EVER been able to pull off convincing ragdoll physics. It’s just not possible with what we currently have

Some of us actually made some ragdoll tests by using collision just like joints.
But a true joint connection between objects is yet to be added to Flowlab.

Here’s a few of my examples, and F3art made one as well.
Joint Test: https://flowlab.io/game/play/1244443
Joint Boss Test: https://flowlab.io/game/play/1271045
Ragdoll test: https://flowlab.io/game/play/1514286

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The bridges in the first joint test fell apart the minute it loaded in. But still, it’s pretty impressive!

Can you tell me how it’s done?

The Bridge may needs to reload, but if you edit the tests games,
you will see that the joints uses the custom collision so I can have a hole and separated collisions.

If you use Ctrl+Shift+D (cancel the bookmark), you can see all the physical collisions thats bonding the structures together. (this also works in the editor)


Uhhhh, “custom collisions”? Is that a Flowlab indie feature orrrr??

I dont think so, the collision shape should be called “Polygon”

Nevermind then. But still why polygon and not any other shape?

Because it creates its own collision based on the shape of the sprite, which means I can create more than 1 collision on a single object if I have Separated pixels in the art.
(base shape, does not include animations)

Any other collision would just rap around the entire object as a whole.

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Huh, i had no idea that was what the “Polygon” collision mean’t

How’d you find this out, anyway? Did you talk to grazer or something?

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Experience and testing around, I use the Polygon hitbox more often to get specific curves in a object.
Each hitbox has its good and bad, this also shows why the player object in my flowjam games are a plain shape/texters, I use animations in those to bring the character to life.



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