experiment
Socks
London, UK.Member Posts: 12,822
Here's a little experiment I was playing with.
3 balls forming a triangle.
Each ball is attracted to its neighbouring ball like this: - A is attracted to B - B is attracted to C - C is attracted to A.
So each ball always wants to move towards the ball it is attracted to - but as A moves towards B then C tries to keep up with A, and when C moves B must try and keep up with it, which just drags B away from A . . . and so on . . .
There is also an elastic thing between each of them which only forms when they are close enough.
Not sure there's a game in it, I just enjoy watching them fight it out
Comments
Cool
@Socks, you may have stumbled upon the missing link needed to unify gravity with the other three natural forces. One step closer to the Grand Unified Theory.
Another feather in the cap for GameSalad.
(Secret message: Roemve veido and go witre a pepar.)
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Ha ha! that's awesome!
Cheese, mayonnaise and egg ?
Here's another experiment with a circular path where the radius is tied to a sine wave:
(the lines are very thin, so you'll have to hit the HD 720p setting - and maybe even go full screen).
Here's the path I was using (on a landscape iPad project - hence the '512' and '384')
Constrain X to (10 *sin( self.Time *330)+190) *cos( self.Time *30)+512
Constrain Y to (10 *sin( self.Time *330)+190) *sin( self.Time *30)+384
Obviously if you want to see the actual path you'd need to stick in a timer that spawns a little dot every 0.01 seconds along the path.
Neat, you made spirographs.
Spider-mans testicles!
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very cool!
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Looks like they could be used as sweet screen savers
Flexible HTML5 then...
You walked into that one @ForumNinja
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@Hopscotch Hey I'm just saying what it reminded me of
That's pretty neat!
Love it
Darren.
Cheers !
Cheers !
lol.
People still using screen savers !?!?!
My life is now complete.
Cheers !!!!
More maths experiments and a couple of old ones . . . they run really smooth on the Mac and on an iDevice, but when recording the screen you get all sorts of annoying glitches !!
I wish I had your skills so I can stop getting frustrated with my own simplistic game.
It's all very simple stuff ! I rarely use attributes, never use tables, pretty much all this kind of stuff (in the videos above) can be done with just a couple of actors and just a few basic rules, let maths do all the hard work !
Nice stuff, @Socks ! I'm tempted to give you a "like" or something, but considering how close we are, I think I'll pass....this time.
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Lol . . . . go on, you know you want to . . .
Exquisite @Socks!
The slinkys are so lifelike you hardly see the thread.
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I can't even figure out how to make an enemy spawner (if it spawns actors randomly) spawn faster by 0.5 seconds every 5 seconds then stops once it's dropping every 0.7 seconds.
Idea for Christmas present.
All those kinds of things are usually quite straightforward, unfortuntely I don't understand the question, lol . . . . if something is spawning 'faster' by 0.5 every 5 seconds then it can't be spawning every 5 seconds ?!? After the first 5 seconds it will be 4.5 seconds, then 4 seconds, then 3.5 seconds and so on . . . . (if I understand the question correctly ?)
Quick example:
https://www.mediafire.com/?m0fqbfehd5t82pg
This spawns an enemy then another after 6.2 seconds, then another after 5.7 seconds (0.5 seconds faster) then another after 5.2 seconds (0.5 seconds faster) . . . and so on until it stops at 0.7 seconds.
@Socks
Basically I have an Actor named "spawner" which is off-screen. It spawns a random actor (I named 3 of them 1, 2 and 3) every 3 seconds to begin with.
The random chooser runs off of a "game.random" real attribute that chooses a random number every .5 seconds, so whatever number is chosen at the time of the spawning (3 seconds) it will spawn that actor.
I want that spawner to increasingly spawn actors faster and faster (so, every 5 seconds the timeToSpawn decreases by 0.5 from the original 3 value).
Then I just want it to stop decreasing the time to spawn once it reaches 0.7 seconds to spawn.
Still not sure I understand the question, maybe I'm being slow tonight, might need more coffee . . . .
This is the part I find confusing. Could you type out what this would look like . . .
0.0 seconds: Randomly spawn 1 of 3 actors
3.0 seconds: Randomly spawn 1 of 3 actors
5.0 seconds: Change time gap by -0.5 seconds
7.5 seconds: Randomly spawn 1 of 3 actors
. . . . etc etc . . ?
@Socks
Every 3 seconds, a random actor is spawned. The 3 seconds are an attribute, named timeToSpawn.
I want a separate timer that will change the attribute timeToSpawn (which is a REAL value which is 3) to become timeToSpawn - 0.5 seconds every 5 seconds.
I tried this but it doesn't work, so it's frustrating. It seems so logical to work, but it doesn't.
This is the part I find confusing. Could you type out what this would look like . . .
0.0 seconds: Randomly spawn 1 of 3 actors
3.0 seconds: Randomly spawn 1 of 3 actors
5.0 seconds: Change time gap by -0.5 seconds
7.5 seconds: Randomly spawn 1 of 3 actors
. . . . etc etc . . ?
Hairy Caterpillars Batman!
@Socks That caterpillar is awesome dude!
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Very cool. I have learnt quite a bit from your posts @Socks keep em coming. Because of an earlier post of yours in another thread I have been reading up on angles, cos, sin, etc and getting a basic understanding of it. It is cool what can be done with it, love it.
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Yes, you can use cosine and sine for all sorts of trickery, from sweeping colours through the colour spectrum to generating pseudo-random paths for characters, and a million other things inbetween ! You can even - in theory - get GameSalad to produce a form of FM synthesis using sine waves . . . . . hmmmmm, might try that one tonight . . .