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| 28 May 2013 08:51 PM |
I find Roblox's gravity system to be a bit limiting when creating a game. The gravity is a set constant, and is always pullling items down. Why not allow game creators to change the gravity properties? Such properties would include:
-Direction: X, Y, and Z values -Magnitude: The strength of the gravity
Also note, that by setting magnitude to 0, gravity could even be disabled, great for outer space games, where falling objects just wouldn't make sense. As for integration into current games, the default gravity settings would be the classic ones that are in use now, so there shouldn't be any issues there. |
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comet28
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| Joined: 25 Jul 2011 |
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| 30 May 2013 09:28 PM |
| ok, i want to make it to certain parts of the place have different gravity than others, so i can make a one way tunnel, or a warp maze |
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comet28
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| 30 May 2013 09:32 PM |
| Blaze made my IQ drop down a little.... AGAIN. |
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| 30 May 2013 10:03 PM |
| This is totally necessary. Support. |
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kiratron
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| Joined: 20 Dec 2010 |
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| 30 May 2013 10:06 PM |
Support.
But, you know, there is scripts that allow this. Not everything you're suggesting, but some. This would still be awesome and easier to have, though, so I support 110% |
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| 31 May 2013 01:55 PM |
| bump if this isn't on the front page ( i went here from my forums ) |
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| 31 May 2013 01:56 PM |
| also, when magnitude is set to 0 than the player gets free movement like much like the flying tool on many games. or did you already think that |
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Zarrebauk
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| 31 May 2013 02:01 PM |
120% Support.
Plus, this way, you can make it have some gravity, but also allow you to jump higher... Like on the moon! That'd be cool. |
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| 31 May 2013 02:53 PM |
Found this really old post suggesting the same thing:
http://www.roblox.com/Forum/ShowPost.aspx?PostID=839168 |
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| 31 May 2013 04:53 PM |
@Rubiks
Similar, but not exactly the same thing that I'm proposing. My idea gives complete control over the universal gravity for a place. Also, it could be implemented into scripts.
Imagine a sword fighting game where you're fighting on the ground, then suddenly, the world flips, and you're fighting on upside-down clouds. Truly, the possibilities here are endless. |
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| 31 May 2013 04:57 PM |
| You know, using BodyGyro, BodyVelocity, other body forces etc, you can simulate your own 'gravity' in any direction if you have an intermediate scripting knowledge. |
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Sinblade
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| 31 May 2013 04:58 PM |
| http://turntable.fm/vortex_security |
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Bergan
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| Joined: 23 Nov 2007 |
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| 31 May 2013 05:16 PM |
Support. Gravity by other forces is...unstable. Updates to physics also make their effect vary. Thus, it's unreliable. |
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| 01 Jun 2013 02:22 PM |
@dog
Bergan is correct, it's highly unstable. I've messed with it a bit myself, and it's just not as reliable. Acheiving true anti-gravity is next to impossible on Roblox. Sure, an object can appear to be floating, but it will either be slowly rising or falling at some rate. Why not remove all uncertainty and just give the game creators control over this vital aspect of game creation? |
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BlueYin
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| 01 Jun 2013 03:55 PM |
| I don't know anything about what you said besides gravity and stuff, but support =D |
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al648
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| 01 Jun 2013 03:58 PM |
Ever played with velocity, You can even have something freeze in place.
The Chezburger Lover, ♥❶❸❸❼♥ |
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krotomo1
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rowdyriot
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| 01 Jun 2013 05:10 PM |
Support.
But what about giving objects their own gravity field? |
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Bergan
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| Joined: 23 Nov 2007 |
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| 01 Jun 2013 09:41 PM |
| Oh, and I was talking about upside down gravity, actually. But the floating also is unstable, and physics updates can mess it up. |
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| 02 Jun 2013 06:44 AM |
@rowdy
Interesting idea. I suppose that that could be added by adding an option gave game makers an option to use the universal gravity values set for the workspace, or to use the local values for a specific part. |
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