Gravity
I'm pretty sure everyone wants it, the power to manipulate gravity in Mari0. Changing gravity opens the opportunity to awesome and interesting puzzles.
It could be easy to set up: Go to the Linking Tool and select the tiles you want to be affected (just like dragging your mouse over files on a desktop) and linking that selection to the "gravity controller". By right-clicking the "gravity controller" in the Level Editor, you can change where the gravity will be set in the beginning.
To give you a better idea, I created this GIF.
It could be easy to set up: Go to the Linking Tool and select the tiles you want to be affected (just like dragging your mouse over files on a desktop) and linking that selection to the "gravity controller". By right-clicking the "gravity controller" in the Level Editor, you can change where the gravity will be set in the beginning.
To give you a better idea, I created this GIF.
Last edited by Dilster3k on 07 May 2012, 21:06, edited 2 times in total.
that's interesting. I'm not sure how objects would act between two tiles of different gravity, but probably something like putting two portals on the ground one next to the other. I'm thinking it wouldn't be too hard to code, just make an array of tiles linked with each gravity controller and check during objects' physics's update whether they are on one of those tiles or not. maybe.
Also how would it act with two gravity controllers linking one tile ?
PS : nice gif, though dark.
Also how would it act with two gravity controllers linking one tile ?
PS : nice gif, though dark.
Linking two gravity controllers to one tile should be restricted, the universe would explode. But I imagined the physics of portals to change if they're in the zone. Same goes for Mario and enemies. If an object or an enemy comes between two tiles of different gravity, it'll just transition into the next gravity.trosh wrote:that's interesting. I'm not sure how objects would act between two tiles of different gravity, but probably something like putting two portals on the ground one next to the other. I'm thinking it wouldn't be too hard to code, just make an array of tiles linked with each gravity controller and check during objects' physics's update whether they are on one of those tiles or not. maybe.
Also how would it act with two gravity controllers linking one tile ?
PS : nice gif, though dark.
You could even select all the tiles in your level and just play it upside down.
It's hard to come across good suggestions. This is a good one. Although there wasn't gravity changing in Mario or Portal, so I don't think Maurice will add it.
Unless this isn't a suggestion?
Unless this isn't a suggestion?
There have been many times where someone said, "there wasn't ________ in Mario or Portal, so I don't think Maurice will add it."PloXyZeRO wrote:It's hard to come across good suggestions. This is a good one. Although there wasn't gravity changing in Mario or Portal, so I don't think Maurice will add it.
Unless this isn't a suggestion?
Until Maurice or someone else says, "But there is a level editor, hats, custom tiles, custom colors, "cheats," etc, etc.
In my opinion, it isn't worthless to suggest things like this but there is less of a chance of it being added. (If it is a suggestion.)
Edit: Good job on the gif! It nicely illustrates what you mean.
I think hitting the gravity control should toggle gravity variations clockwise, and when the gravity block is connected to an inverter should toggle through gravity settings counter clockwise. and maybe multi gravity control areas should only express the most updated control setting; either that or cancel each other or combine gravity sets.
Well if it's completely different than the game mechanics that the original games had, then I usually say that. For example, there aren't any MAJOR game mechanics in Mari0 that isn't in Mario or Portal. There only thing I can think of (that affects gameplay) is the custom level editor, and four player multiplayer, but even then, Portal 2 has co-op two players and a level editor (but Mario didn't). There's nothing significantly different in Mari0 like this (customization of hats and stuff doesn't change gameplay so I don't count that)Zlmpery wrote:There have been many times where someone said, "there wasn't ________ in Mario or Portal, so I don't think Maurice will add it."PloXyZeRO wrote:It's hard to come across good suggestions. This is a good one. Although there wasn't gravity changing in Mario or Portal, so I don't think Maurice will add it.
Unless this isn't a suggestion?
Until Maurice or someone else says, "But there is a level editor, hats, custom tiles, custom colors, "cheats," etc, etc.
In my opinion, it isn't worthless to suggest things like this but there is less of a chance of it being added. (If it is a suggestion.)
Edit: Good job on the gif! It nicely illustrates what you mean.
But there's always a possibility, I'm just stating that I think it's pretty unlikely that it would be included in the actual game
It's not in Portal, but it's still fucking cool.PloXyZeRO wrote:Well if it's completely different than the game mechanics that the original games had, then I usually say that. For example, there aren't any MAJOR game mechanics in Mari0 that isn't in Mario or Portal. There only thing I can think of (that affects gameplay) is the custom level editor, and four player multiplayer, but even then, Portal 2 has co-op two players and a level editor (but Mario didn't). There's nothing significantly different in Mari0 like this (customization of hats and stuff doesn't change gameplay so I don't count that)Zlmpery wrote:There have been many times where someone said, "there wasn't ________ in Mario or Portal, so I don't think Maurice will add it."PloXyZeRO wrote:It's hard to come across good suggestions. This is a good one. Although there wasn't gravity changing in Mario or Portal, so I don't think Maurice will add it.
Unless this isn't a suggestion?
Until Maurice or someone else says, "But there is a level editor, hats, custom tiles, custom colors, "cheats," etc, etc.
In my opinion, it isn't worthless to suggest things like this but there is less of a chance of it being added. (If it is a suggestion.)
Edit: Good job on the gif! It nicely illustrates what you mean.
But there's always a possibility, I'm just stating that I think it's pretty unlikely that it would be included in the actual game
wicked nice idea! keep this thread up until maurice or saso place their two opinions here I think they`ll answer in their usual responces using either the straight up direct “No” or the “Nice idea, we'll think about it” :]
--edit
Does my post make sense yet?
--edit
Does my post make sense yet?
Last edited by Polybius on 15 May 2012, 07:13, edited 1 time in total.
Could you edit your post so that it actually makes sense?drone36 wrote:wicked nice idea! keep this thread up until maurice or saso place their two cents here I`d be either the straight up direct “No” or the “Nice idea, we'll think about it” :]
I love how everyone is suddenly super excited when it is almost exactly the same idea everyone has been posting for several days now, the only difference is you have a switch to control the direction of the gravity.
@Ploxyzero: His message makes perfect sense?
@Ploxyzero: His message makes perfect sense?
1 suggestion for vvvvvv mode made over a week ago = posting about it for several days.
the difference here is it's not a cheat and it's not gameplay altering,
just changes the gravity of the block that's it nothing BIG.
plus he put effort into his post.
the difference here is it's not a cheat and it's not gameplay altering,
just changes the gravity of the block that's it nothing BIG.
plus he put effort into his post.
If it wasn't gameplay changing then there would be no point in having it.xXxrenhoekxXx wrote:the difference here is it's not a cheat and it's not gameplay altering,
just changes the gravity of the block that's it nothing BIG.
Actually adding this will be pretty huge.Franpa wrote:If it wasn't gameplay changing then there would be no point in having it.xXxrenhoekxXx wrote:the difference here is it's not a cheat and it's not gameplay altering,
just changes the gravity of the block that's it nothing BIG.
1. because changing the direction of gravity can affect gameplay environmentally
e.g: completely upside down levels, left to right gravity levels
2. it would require the addition of multi directional entities -e.g: upside down buttons, different directional facing finish flags ect.
3. would affect game physics objects and enemies.
e.g: regular enemies, companion cube, mario, bowser maybe?
4. [changing gravity to affect gel drop area ] probably change the surface area spread range for gels: -
layman`s terms: change the direction of thing that pulls you to the floor to spread more jelly on the walls.
I knew that, hence what I said.
ok let me put it this way then
the suggestion of this thread
allow gravity to change after hitting a block
that other thread
control gravity at will breaking many maps.
with this it means that people can choose when they're allowed to change gravity in their maps.
Besides this one has a gif :P
the suggestion of this thread
allow gravity to change after hitting a block
that other thread
control gravity at will breaking many maps.
with this it means that people can choose when they're allowed to change gravity in their maps.
Besides this one has a gif :P
the only way you can change gravity directions for levels would be linking the whole map to a gravity directing block and changing the pre-set, btwxXxrenhoekxXx wrote:ok let me put it this way then
the suggestion of this thread
allow gravity to change after hitting a block
that other thread
control gravity at will breaking many maps.
with this it means that people can choose when they're allowed to change gravity in their maps.
Besides this one has a gif :P
not quite, this one has a block and custom defined gravity areas, and gravity setting pre-sets [on level start]
layman[again] : the thing that pulls ya` down? instead, it started pulling you to the wall since the beginning!
This idea is good- but it seems hard to program.
programming is out of the question ,lad.RWLabs wrote:This idea is good- but it seems hard to program.
its wether maurice or saso want to put in time to add it.
heck, ill take a crack at it myself if i get good results ill post them here. i may want to send the code to either: maurice and saso, or the person who started this epic thread, OR all three of them. thats IF i get my lazyness on it and IF i know enough to program it xD
Can't waitdrone36 wrote:programming is out of the question ,lad.RWLabs wrote:This idea is good- but it seems hard to program.
its wether maurice or saso want to put in time to add it.
heck, ill take a crack at it myself if i get good results ill post them here. i may want to send the code to either: maurice and saso, or the person who started this epic thread, OR all three of them. thats IF i get my lazyness on it and IF i know enough to program it xD
Just multiplying y gravity values by -1 will make everything "fall" up...at least I think it would
I'm sure you would need to change some codes that deal with collision though
This. People can choose if they want their whole level to be affected, or just a part of it. If they want their whole level's gravity to pull to the left, they should select all the tiles and hide the "gravity controller".drone36 wrote:the only way you can change gravity directions for levels would be linking the whole map to a gravity directing block and changing the pre-set, btwxXxrenhoekxXx wrote:ok let me put it this way then
the suggestion of this thread
allow gravity to change after hitting a block
that other thread
control gravity at will breaking many maps.
with this it means that people can choose when they're allowed to change gravity in their maps.
Besides this one has a gif :P
not quite, this one has a block and custom defined gravity areas, and gravity setting pre-sets [on level start]
layman[again] : the thing that pulls ya` down? instead, it started pulling you to the wall since the beginning!
I'm thinking the same thing kinda, although at the same time i don't think soPloXyZeRO wrote: Can't wait
Just multiplying y gravity values by -1 will make everything "fall" up...at least I think it would
I'm sure you would need to change some codes that deal with collision though
Duuuude that's so trippydrone36 wrote:I'm thinking the same thing kinda, although at the same time i don't think soPloXyZeRO wrote: Can't wait
Just multiplying y gravity values by -1 will make everything "fall" up...at least I think it would
I'm sure you would need to change some codes that deal with collision though
I'm thinking the same exact thing that you were thinking
Well, you'd end up permanently head butting the roof unable to do anything else but shoot, if you have a fire flower, yay? You need code to flip the player sprite and collision masks as well.drone36 wrote:I'm thinking the same thing kinda, although at the same time i don't think soPloXyZeRO wrote: Can't wait
Just multiplying y gravity values by -1 will make everything "fall" up...at least I think it would
I'm sure you would need to change some codes that deal with collision though
But... you can't walk or jump or anything! Your feet are in the air! Not on what would be considered the floor, according to the kind of gravity currently in effect. You would become as skillful as a stunned mullet.drone36 wrote:thats the point .-. you no pay attention?
maurice already added sticky gel so this threas is *kindof* but not completely pointless.
anyway, you`re missing the point dude .-. changing gravity would flip the sprite correctly and accordingly to the current gravity specifications indicated on the control block at that given instant so that the sprites feet touch what would be considered the “new floor”.
anyway, you`re missing the point dude .-. changing gravity would flip the sprite correctly and accordingly to the current gravity specifications indicated on the control block at that given instant so that the sprites feet touch what would be considered the “new floor”.