Me too. Have you seen the downloads after 1 day? Incredible. With only 10 percent of that I could build games for a couple of years. I have been playing with it for a while and must say it has some flaws but it is worked out very good. The gravity system is something I would like to try in GS.
I think if you know the x and y of the planet you could just use accelerate toward. I would create a boolean attribute (self in the bird) called self.InTheAtmosphere. When true I would use the acclerate towards and put the planets x and Y. Then I would have a separate actor for the atmosphere. In the bird I would have a rule that says when overlaps with atmosphere change self.InTheAtmosphere to 1. I think if you play with the amount of acceleration it should work.
I think there is more needed when there are 2 or more planets and the atmospheres overlap. Perhaps the magnitude (the one in GS ) to the planet can be used to determain the amount of acceleration toward a planet, but when there are more planets there is a problem. Perhaps subtracting the vector to angle can be used to determain the direction of the acceleration??
Oh yeah, multiple planets. Well you could use my method but you would need to double it in a since (self.InAtmosphere1 and self.InAtmosphere2). This same thing should work though because you can have two accelerations at the same time. You could use magnitude in the spot where you set the amount of acceleration. So if you overlap with both atmospheres, both booleans get triggered and both accelerations happen. The stronger one (based on magnitude if you do it that way) will win.
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Have you seen the downloads after 1 day? Incredible. With only 10 percent of that I could build games for a couple of years.
I have been playing with it for a while and must say it has some flaws but it is worked out very good.
The gravity system is something I would like to try in GS.
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Perhaps the magnitude (the one in GS ) to the planet can be used to determain the amount of acceleration toward a planet, but when there are more planets there is a problem. Perhaps subtracting the vector to angle can be used to determain the direction of the acceleration??
Lump Apps and My Assets
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My Son player it a lot when we where on holiday. That got me playing it
@scitunes ah, I am learning something here. Never new you can have 2 accelerations at the same time. I will have to try that. Thanks.
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