flipping gravity

jon2sjon2s Member Posts: 40
edited November -1 in Working with GS (Mac)
I have a simple setup that I'm trying some things out on and maybe someone can give me an idea on what I have wrong. I have a wall on the top and bottom of the screen (not movable) and a ball (movable) between them. Gravity is turned on to 250. I created another actor that is not visible and it has a rule setup that on key up is down change attribute scene.gravity to -250. I edited this on the scene as editing the actor itself to change the scene gravity is not an option. There is another rule setup that is just the opposite. if key down is down, change attribute scene.gravity to 250.

The initial gravity works great but the change attribute never happens. Any insight would be awesome.

Thanks,

Jon

Comments

  • jon2sjon2s Member Posts: 40
    figured it out, had to "jump start" the movement with a accelerate toward behavior.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Just a thought...

    How many falling actors will you have? It is often easier to keep scene gravity at 0 and put an acceleration behavior in the falling actors unless you have an absolute ton of falling actors. It keeps you from having to do a bunch of tough tricks to have other moving objects NOT fall (such as moving platforms). If there is no gravity it is really easy to have moving platforms or other moving objects that don't fall.
  • ORBZORBZ Member Posts: 1,304
    floating platforms just need their y position constrained.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    in theory, but it has given me all kinds of issues with collision detection and other weird bugs that seem to be due to constraining.
Sign In or Register to comment.