Asuma Posted November 9, 2006 Report Share Posted November 9, 2006 Anti-Gravity in the (MMF) 360 Engine would be nice... Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 9, 2006 Author Report Share Posted November 9, 2006 Putting anti-gravity in the 360 engine would probably require a somewhat major revamp of the 360 engine, so I'm just going to pass on that idea for now. Link to comment Share on other sites More sharing options...
Asuma Posted November 9, 2006 Report Share Posted November 9, 2006 Fair enough. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 9, 2006 Report Share Posted November 9, 2006 Putting anti-gravity in the 360 engine would probably require a somewhat major revamp of the 360 engine, so I'm just going to pass on that idea for now. No it wouldn't... at least in GM anyways. If you want, I can send you a base over AIM... Link to comment Share on other sites More sharing options...
TRD Posted November 9, 2006 Report Share Posted November 9, 2006 I'm a little bit new to Advanced engine creation, but couldn't you make a second seperate counter controlling the Y effect for sonic? Like say the second counter only activates when a certain gravity area, then once out of the area deactivate it. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 9, 2006 Report Share Posted November 9, 2006 Sure, but you'd have to keep track of when and how Sonic enters each "region" which can be time-consuming and process heavy. It's better just to adjust the direction of the player's sensors depending upon a global variable. You'll also have to adjust spring checking as well, though. (Note to self: must update example when given the opportunity...) Link to comment Share on other sites More sharing options...
TRD Posted November 9, 2006 Report Share Posted November 9, 2006 I never thought of that. I'm actually making a gravity system for one of my other projects and I thought it would be good to see if it can be combined like that. Link to comment Share on other sites More sharing options...
MidimanNull Posted November 9, 2006 Report Share Posted November 9, 2006 Add ( sin( Force * GravityDirection ) ) to X Add ( cos( Force * GravityDirection ) ) to Y Solves for gravity-resistant springs, I figure. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 9, 2006 Author Report Share Posted November 9, 2006 The mere thought of trying to do gravity flipping in conjunction with all the other mechanical gimmicks leaves me dry-retching. Link to comment Share on other sites More sharing options...
TRD Posted November 9, 2006 Report Share Posted November 9, 2006 Is it really that hard? It probably is with a 360 engine. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 9, 2006 Author Report Share Posted November 9, 2006 Well, think about it this way. Every device has to react on multiple facets. The screws in metropolis zone, when ran upon from underneath, would spin in the opposite direction for your running from what they would if you were running from on top. This seems like a minor change yes, but you have to keep this kind of mentality at the center of your mind when coding every aspect of every gimmick. Its just a tad overwhelming. If you noticed, Death Egg Zone 2 in S3K didn't have a terrible amount of stuff to interact with that wasn't just either pathed movement, a generic spring, or a moving platform... except for one thing. There were those crazy seasaw platforms too, but that wouldn't bother me nearly as much as something like a mine cart or... upside down monkey bars (how weird would that look?) Link to comment Share on other sites More sharing options...
TRD Posted November 9, 2006 Report Share Posted November 9, 2006 True. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 9, 2006 Report Share Posted November 9, 2006 Well, how I have it is all the interaction is centered within Sonic. When Sonic needs to interact with an object in a certain way, he'll adjust his own sensors to make it work. The objects themselves do barely any of the work. Link to comment Share on other sites More sharing options...
Kain Posted November 9, 2006 Report Share Posted November 9, 2006 Noone said you had to make every gimmick work with the anti-gravity, it's its own gimmick that only needs the layout of the land to make use of it. Maybe a couple of cheesy anti-gravity friendly gimmicks (some probably work well on their own) and a big enough warning that anti-gravity will screw up most gimmicks and don't worry about idiots putting one of them see-saw grabby things in a place where Sonic can get to upside-down. But I guess really one would preffer to start with an engine designed to work different gravities from the get-go if one wants good anti-gravity. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 10, 2006 Author Report Share Posted November 10, 2006 Making anti-grav without making gimmicks work with it would go against my personal sense of style and against the very goals of the project, so I'll seriously just leave gravity to the modification whims of whoever picks up this project after I'm done making these gimmicks. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 10, 2006 Report Share Posted November 10, 2006 Fair enough. We don't want you to blow your brains out editing every possible aspect of every gimmick. Afterall, it's only a template... Link to comment Share on other sites More sharing options...
Slingerland Posted November 10, 2006 Report Share Posted November 10, 2006 Anti-grav is borderline Advance style for me, and I assume DW as well, and Advance style is gay. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 10, 2006 Report Share Posted November 10, 2006 What? There was antigravity in S&K, you know. You're just saying that because the Advance series whored the concept to death, which is true. =/ Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 10, 2006 Author Report Share Posted November 10, 2006 He DID use the qualifier borderline. In any event... I've almost gotten the bloody Ice Cap Zone trampolines done, but I have some major tweaking to do... first with a very major glitch where repeated bounces don't work for no visually aparent reason (I'll find that easily), then just adding the functionality of increasing the snap back by holding down during the descent, and finally, just generally tweaking of values. Oh wait, I also have to add the rings, but thats easier than anything. Except that I have to find a way to make the rings unique to the individual trampoline... which in that case becomes a little more annoying given the way MMF handles everything in the most inane and freaky of ways possible. Link to comment Share on other sites More sharing options...
Glaber Posted November 11, 2006 Report Share Posted November 11, 2006 Last I knew rings wernt affected by the trampolines. Link to comment Share on other sites More sharing options...
MidimanNull Posted November 11, 2006 Report Share Posted November 11, 2006 you know WRONG >:e Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 11, 2006 Author Report Share Posted November 11, 2006 Last I knew rings wernt affected by the trampolines. YOU LOSE! Go play the act to determine the rings I'm talking about. Upon seeing a trampoline, you will know. Link to comment Share on other sites More sharing options...
LarkSS Posted November 12, 2006 Report Share Posted November 12, 2006 Oh wait, I also have to add the rings, but thats easier than anything. Except that I have to find a way to make the rings unique to the individual trampoline... which in that case becomes a little more annoying given the way MMF handles everything in the most inane and freaky of ways possible. Here's how it could probably be done. ( Haven't tested it, just an idea. ) Spread a value in all the springs. Now run a loop and if the index matches a spring, create the rings for it and set one of the values for each ring to match the spring. This will allow you to have a way to identify which ring belongs with which spring. Link to comment Share on other sites More sharing options...
Glaber Posted November 13, 2006 Report Share Posted November 13, 2006 Now that I think about it better I was thinking about the wrong rings, that and DW and Midiman said I was wrong. I was thinking about the rings sonic collected not he ones that hold the trampoline. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 13, 2006 Author Report Share Posted November 13, 2006 Here's how it could probably be done. ( Haven't tested it, just an idea. ) Spread a value in all the springs. Now run a loop and if the index matches a spring, create the rings for it and set one of the values for each ring to match the spring. This will allow you to have a way to identify which ring belongs with which spring. The part with the rings is easy. The hard part is getting Sonic to be able get on each one and then be launched by each one without breaking the platforms altogether. At first I thought that part would be simple, but its really turning out to be quite a pain in the ass. I'm just going to leave this one as is with decay until I get some more gimmicks done and can come back to it. I really want to get monkey bars working most right now. Link to comment Share on other sites More sharing options...
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