Gravity in 0.8.6

dmilinovichiiidmilinovichiii Member Posts: 620
edited November -1 in Working with GS (Mac)
I am unsure of how to change the strength of gravity in the new 0.8.6 upgrade. Can someone explain it?

Comments

  • dmilinovichiiidmilinovichiii Member Posts: 620
    At least I'm not the only one. I'll post if I figure it out.
  • ilovepixarilovepixar Member, PRO Posts: 28
    Confused as well.
  • IntelligentDesignerIntelligentDesigner Member Posts: 517
    Mr T, do you know how to ask the accelerometer which way the device is oriented? Like a rule based on when it is in portrait mode and another rule if it is landscape?
  • dmilinovichiiidmilinovichiii Member Posts: 620
    I think I have the general idea. The values are the strength of gravity along each axis. I thought the values were the point the objects were pulled to :)
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Here's how it works. (Mr. Rinoy is pretty much correct)
    The way that it used to be was you set the gravity to a scene to some value and it pulls everything downwards if that number was greater than zero and upwards if that number was less than 0.
    Now with the changes in 0.8.6, that old gravity in previous versions is now just called the Y scalar value of the gravity, and the new X scalar value is introduced to allow a gravity source to pull along the X axis with a positive X gravity pulling things left.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    How is this useful? I'm sure there is a reason for this but I can't think of what it might be.

    Can someone think of an example where X gravity makes sense?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    You could make a game that could be played in both orientations, instead of rules in every actor for gravity, just have a switch if in portrait or landscape.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    doesn't the orientation setting do this already? I have my game, XMB, set up to do that already.
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Example for usefulness, you have a game that is not supposed to auto-rotate, but when you turn the device your gravity must change.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    ahh - like rolando!
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Oooo. I was just thinking that it could also be used like wind in the Paper Toss game.
  • CrazybreadmanCrazybreadman Member Posts: 674
    Hmm, or a maze puzzle. Like those little cheap plastic toys w/ the small ball that you roll around. I'll have to try that... there's enough labyrinth games but I don't know of one like that.

    EDIT: Ok, nevermind... I looked and there are. Not too many though.
  • design219design219 Member Posts: 2,273
    Does this change affect the previous games use of gravity?

    I'm about to do an update on my first game that uses gravity in a lot of scenes, will I have to do any adjustments to all those scenes if I update to .8.6?
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    CodeMonkey said:
    Now with the changes in 0.8.6, that old gravity in previous versions is now just called the Y scalar value of the gravity, and the new X scalar value is introduced to allow a gravity source to pull along the X axis with a positive X gravity pulling things left.

    So 0.8.5 gravity values should just be in the Y gravity and it should be translated for you with the new version. As usual, make a copy for safe keeping somewhere.
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