Help needed: weird player-relative acceleration on moving gravity point

ProdevusProdevus Member Posts: 6
edited October 2012 in Working with GS (Mac)
Hi there, folks

I'm making a space game with planets and moons you can jump on and walk around.
Everything seems to be working fine, apart from walking around moving moons (planets that orbit around others).

Currently, the player's gravity is constrained to the exact center of the planet/moon it's close to.
Walking around works by changing the player's RELATIVE acceleration (the player automatically rotates to the center of the planet/moon it's standing on).

However, when walking around a moon orbiting around a planet, you can only walk around the moon up until a certain point (depends on where it is in compared to the planet) - you start going slower and slower and then it just stutters until you either jump off or go the other way.

So... anyone got an idea how to fix that?

Comments

  • ProdevusProdevus Member Posts: 6
    Bump... Really need to fix this, it makes the game unplayable...
  • famekraftsfamekrafts Member, BASIC Posts: 834
    you will need to show some demo file/video or screenshot of the attributes for us to understand what is happening.
  • ProdevusProdevus Member Posts: 6
  • ProdevusProdevus Member Posts: 6
    Bump.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Maybe I'm crazy but I never actually saw what the problem is in the video.

    @jonmulcahy made a game called A Long Way Home. Its basically this same type of gameplay. maybe he would be able to advise you.
  • famekraftsfamekrafts Member, BASIC Posts: 834
    Are you using the collide bounce behavior?

    Maybe because the position of the moon is changing its effecting its gravity or thers a problem in collision.

    A pro member will be able to help you better.
  • ProdevusProdevus Member Posts: 6
    Okay, I know what the problem is. You stop moving when you get on the side of the moon in the direction it's traveling in. As the moon orbits by a "constrain", and not a "move to" and "rotate", it overlaps you and stops you from moving, instead of pushing you.

    I'll go ask Jonmulcahy now, thanks for replying.
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