Gravitation Behavior - Beta

New releases and general discussions.

Post » Thu Jul 09, 2009 10:45 pm

Although this object could pretty much qualify as done, I'm going to post it here as a beta for now to make sure the bugs are worked out. Anyways, onto what this plugin does.

What it does:
This is essentially a far more advanced version of my Orbiter behavior. BUT... instead of merely rotating an object around another object in a completely predictable/stable orbit, this acts more like a gravity well. You can set an object to act as a satellite, an attractor, or both, where every object could have it's own pull on the others and orbit the others as well.

Also, you can apply forces to the objects(in a way similar to the physics behavior) to make them move in certain ways. You can use the movement actions to make a space ship movement, for example.

Parameters:


Actions:


Expressions:


Conditions:


Download:
DOWNLOAD NOW - 102KB

Examples:
Gravitation example pack - 22KB

Full documentation will come when I release the completed version. If you have any specific questions about what something does, go ahead and ask and I'll explain. Be sure to let me know about any bugs you find, and have fun with it. :)

By the way, just thought I'd mention the speed impact of this object. I would keep the amount of objects simultaneously orbiting and attracting to around 100, depending on what type of processor you have. Although it's good to point out that this object is 5-10 times faster than doing the same thing through events. :)
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Post » Thu Jul 09, 2009 11:47 pm

hey link
as a fellow plugin dev, when I get a chance to test it forreal I will, and give feedback

but a tip I've noticed to get people to try your stuff, is to post an exe sample as well
that way the lazier folks (myself included were it not for said plugin devness) can try it out before they install a new plugin they may not be interested in

I know it only takes a few seconds to install a plugin, but it's just human nature.

this sounds awesome btw, can't wait to try it when I have some more time
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Post » Fri Jul 10, 2009 12:00 am

Looks pretty cool. Actually I can think of a lot of uses for it, especially for effects.
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Post » Fri Jul 10, 2009 12:24 am

That's awesome :). I've spent way too much time playing with your absorb.cap.

In fact, looking at your absorb.cap I've been inspired to finish the microbe-shooter I started a long time ago. This plugin would be just about perfect for the enemy movement.
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Post » Fri Jul 10, 2009 3:52 am

Awesome plugin! This'll be really useful for a few of my projects.
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Post » Fri Jul 10, 2009 10:28 am

thats really cool, I like both those examples fairly awesome and simple.
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Post » Fri Jul 10, 2009 12:09 pm

Nice.

p.s.: For STABLE examples use the STABLE version of Construct. I had to download Construct 99.3 for trying the examples.
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Post » Fri Jul 10, 2009 4:24 pm

Awesome!

Question: Would collisions and bumping work or be possible?
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Post » Fri Jul 10, 2009 6:26 pm

Thanks for the comments, guys. Glad you're all liking it so far. :)

[quote="lucid":sdz480ww]but a tip I've noticed to get people to try your stuff, is to post an exe sample as well
that way the lazier folks (myself included were it not for said plugin devness) can try it out before they install a new plugin they may not be interested in[/quote:sdz480ww]

This is a good point. I'll look into bundling a bunch of examples into an EXE later on.

[quote="Genesys":sdz480ww]p.s.: For STABLE examples use the STABLE version of Construct. I had to download Construct 99.3 for trying the examples.[/quote:sdz480ww]

Whoops, sorry. :oops: I always forget about this. I'll try and make all future examples for the current stable build.

[quote="YetAnotherSuperhero":sdz480ww]Question: Would collisions and bumping work or be possible?[/quote:sdz480ww]

That's actually a good idea, and it should be rather easy to implement. I'll try and squeak that into the next build. :)
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Post » Fri Jul 10, 2009 8:29 pm

awesome stuff link

question:
when an object is absorbed, does supposed to add the mass of the object to the object that didn't get absorbed?

also, an idea, could object size changing according to mass should be a multiplier you can set, to make it more general?
like 0 would mean there would be no change in size regardless of mass,
and 1 would be the way it is now
10 would be 10 times more size difference per part mass
I mean, what if you wanted to make super gravity guy, the tiny alien with gravitation powers, who can absorb objects at will, but you never wanted his size to change?

and maybe a starting mass property, so you can decide the scale of your game, I might want a 10x10 pixel star to be an ultra heavy object in my game.

supercool stuff though
and it's interesting to see where that line of questioning in the plugins forums was leading :)
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