solar 2 physics

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Post » Thu Jan 05, 2017 10:08 pm

hi, being inspired by the idea of game solar 2,
and being upset about it's no progress and very few features, i am really hungry to make a game like that because i have so many things that i can put in it to make it playable for hours and not be bored. but as i am new in C2, i can't think of ways to implement that physics in C2.

please forgive me if this is a wrong place to ask that, but i could figure this is the place.

can anyone create a template / tutorial / or a guide to make a clone like solar 2 ?

or may be someone could design one like that?

thanks
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Post » Wed Jan 18, 2017 10:53 pm

Sure, making one
yes.

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Post » Thu Jan 19, 2017 12:10 am

yes.

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Post » Thu Jan 19, 2017 2:06 am

Masgame098 wrote:https://drive.google.com/open?id=0B8HlhUU4b-rTU0liNHRvLTdPT1k (;


hey i'm very happy that you took time to reply, i just got away thinking nobody is gonna reply.

but the physics you made is not of gravity of stars, it's only for rocks collide with each other and getting bigger, that is an easy part :P
but if you play solar 2, you will see rock getting bigger and bigger and it becomes a small planet, and then that planet is not to collide with rocks, but to capture rocks so that they can rotate around planet, that rotation and gravity is what i am looking for,
can you make an example of that? gravity between planets and stars, and capturing rocks around planets orbits?
even i think i can work around and make rocks orbit around a planet when rock comes near planet, but that is not neat / clean way, if you play solar you will see how clean is the physics of solar bodies pulling each other (gravity) and rocks captures if you just pass by them with a planet. that is what i find very difficult,

please try if you can?
thank you so much in advance.
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Post » Thu Jan 19, 2017 5:40 am

Soz man, Im not a guru myself, but you might be able to do the rotation using imagepoints without the physics enabled during the "rotation phase" :)
yes.

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Post » Thu Jan 19, 2017 5:42 am

Add a sensor around the player planet and if the asteroid is overlapping the sensor and if the overall velocity is more than 200, 300 whatever, activate boolean "rotate_phase"
yes.

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Post » Fri Jan 20, 2017 9:39 pm

"Universal gravitation" is the formula you'd want to look at to do the gravity force between two objects.
Force = G*mass1*mass2/distance^2
That's the magnitude of the force, the direction is toward each other.

Now an object will orbit another if it's velocity is perpendicular to the direction of the other object and it's speed is sqrt(massOther/distance).

Here's my test of it:
https://dl.dropboxusercontent.com/u/542 ... imple.capx

Now I haven't played solar but considering a good orbit just doesn't happen then I suspect that some additional force is used to steer the smaller objects to get in a good orbit.
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Post » Sat Jan 21, 2017 4:03 pm

Message: thegamedev can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
R0J0hound wrote:"Universal gravitation" is the formula you'd want to look at to do the gravity force between two objects.
Force = G*mass1*mass2/distance^2
That's the magnitude of the force, the direction is toward each other.

Now an object will orbit another if it's velocity is perpendicular to the direction of the other object and it's speed is sqrt(massOther/distance).

Here's my test of it:
https://dl.dropboxusercontent.com/u/542 ... imple.capx

Now I haven't played solar but considering a good orbit just doesn't happen then I suspect that some additional force is used to steer the smaller objects to get in a good orbit.


i think what you said is the answer, but i can't open your file, it says it was made in newer version, but i already have latest Construct 2 r239,
am i missing something?

Edit: never mind, i got it. it's beta, i'll check it soon.
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Post » Sat Jan 21, 2017 4:23 pm

Message: thegamedev can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
R0J0hound wrote:"Universal gravitation" is the formula you'd want to look at to do the gravity force between two objects.
Force = G*mass1*mass2/distance^2
That's the magnitude of the force, the direction is toward each other.

Now an object will orbit another if it's velocity is perpendicular to the direction of the other object and it's speed is sqrt(massOther/distance).

Here's my test of it:
https://dl.dropboxusercontent.com/u/542 ... imple.capx

Now I haven't played solar but considering a good orbit just doesn't happen then I suspect that some additional force is used to steer the smaller objects to get in a good orbit.


i think you should play Solar 2 for few minutes. get a demo of the game
you can find it here
indiedb[Dot]com/games/solar-2/downloads/solar-2-demo

actually what you did is made a real like simulation, but in solar when a steroid is captured it just start orbiting around it in a uniform way, i mean it just start orbiting in an orbit close to the planet, and when you capture another steroid it start orbiting in another orbit, like this they always orbit around planet no matter how much speed you gain after capturing them or no matter how much mass your planet gain, they don't go away (of course its not like actual physics, but games have to have some elements unlike full reality),

even though, your help is very much appreciated, at least now i got a start point :)
thank you so much for that.
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Post » Mon Jan 23, 2017 1:10 am

You may be able to use distance joint to attach moons into orbit, and maybe remove the joints when something hits it.
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