x2495iiii
08-04-2009, 02:49 AM
Though the first video game concept I wrote only got three votes, they were all requests to see more, so here's another one: gravity.
Background: I've seen plenty of platformer-type games which have tried to deal with the issue of gravity and falling characters. The big issue seems to be animating the fall back to the ground to be both realistic and functional.
Explanation: Gravity is a part of the game's physics which forces all objects in the game to move toward the ground (or a platform) at all times. If the object is in contact with the ground, movement stops, but the force remains present should the object move away from the ground (i. e. jumping).
Example: Three objects in the world immediately fall to the ground upon clicking the play button. Pressing the space bar will cause the penguin to jump, and holding the shift key while clicknig and dragging any of the objects will allow you to move any of the objects above the ground. After the mouse is released, the object will fall to the ground once again.
Key Ideas: In my opinion, this is a very solid way to render gravity with Alice. It may not be foolproof and would require extra coding (lots of if/else if statements) if platforms were included, but it does keep an omnipresent force acting on each of the objects which stops once the objects come into contact with the ground (although for some reason, the penguin's feet will sometimes get a little buried).
Application: This method isn't especially large, using only one infinite loop (while the world is running) and a corresponding object list. It could easily be used in many games, though the addition of many objects to the list may cause problems (not likely, however, as I've worked with lists over 1,000 items long.)
Background: I've seen plenty of platformer-type games which have tried to deal with the issue of gravity and falling characters. The big issue seems to be animating the fall back to the ground to be both realistic and functional.
Explanation: Gravity is a part of the game's physics which forces all objects in the game to move toward the ground (or a platform) at all times. If the object is in contact with the ground, movement stops, but the force remains present should the object move away from the ground (i. e. jumping).
Example: Three objects in the world immediately fall to the ground upon clicking the play button. Pressing the space bar will cause the penguin to jump, and holding the shift key while clicknig and dragging any of the objects will allow you to move any of the objects above the ground. After the mouse is released, the object will fall to the ground once again.
Key Ideas: In my opinion, this is a very solid way to render gravity with Alice. It may not be foolproof and would require extra coding (lots of if/else if statements) if platforms were included, but it does keep an omnipresent force acting on each of the objects which stops once the objects come into contact with the ground (although for some reason, the penguin's feet will sometimes get a little buried).
Application: This method isn't especially large, using only one infinite loop (while the world is running) and a corresponding object list. It could easily be used in many games, though the addition of many objects to the list may cause problems (not likely, however, as I've worked with lists over 1,000 items long.)