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Post by IvanYiu247 on Apr 5, 2013 10:02:34 GMT
Finally, someting completely new for PG2! The new thing is the object Joint. It joins two dots of supported elements(not necessarily the same element) with a straight line.
Joints can be removed by clearing one end of it and is dragged as a single object. Joined Ice does not turn into snow and Joined Fire does not disappear for itself (useful for eternal fire). Players can obtain attributes from an end of a joint like from unjoined elements.
Supported elements as of now: Powder, Water, Fire, Ice, Snow, Gunpowder, Superball, Soapy (Ha55ii did not mention about this)
EDIT: Bubbles = joined SOAPY.
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Post by monokr0me on Apr 5, 2013 11:34:14 GMT
Joints can be formed across block, useful for making pistons or sliding rails
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Post by ganondorfchampin on Apr 5, 2013 12:39:43 GMT
Finally...
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Post by endy123 on Apr 5, 2013 19:27:53 GMT
Very cool. Made a self-spinning wheel. Uses Fire and Soapy linked together held in a framework of ice. I can't remember the site name, but there used to be one where you could build machines using joints and assorted "muscle" contractions. I think we could manage something similar here. Edit: It looks like all you need is joined soapy. Just need some sort of framework to keep it from breaking.
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Post by Qwerty on Apr 5, 2013 22:44:34 GMT
Well, this is certainly interesting. Beats another ball thing for sure. Finally something new to play around with.
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Post by endy123 on Apr 6, 2013 3:04:51 GMT
Working example: dan-ball.jp/en/javagame/dust2/15607.htmlI also made one that moves a good bit faster and can climb walls with a Gravity assist. We should be able to make all kinds of stuff now. Be nice if we got something deadly that doesn't float. We could have players chased by robots of doom around the arena Not sure we have enough elements that work with it at present, but in the future might be able to combine them with existing tech. Would be truly awesome.
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Post by Elmach on Apr 6, 2013 7:31:14 GMT
Anyone have a working inertial dampener? Whenever I try to make a wheel a la endy123, the soapy part disintegrates when it hits the floor. How can I lessen the force on the soapy bit? EDIT: Yeah, soapy does not want to live in a construction easily. It takes care to do it well.
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Post by Qwerty on Apr 6, 2013 7:36:31 GMT
This reminds me somewhat of the physics of the old slug from the original World of Sand games. Tis quite neat, sort of a custom box.
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Post by IvanYiu247 on Apr 6, 2013 9:10:50 GMT
Working example: dan-ball.jp/en/javagame/dust2/15607.htmlI also made one that moves a good bit faster and can climb walls with a Gravity assist. We should be able to make all kinds of stuff now. Be nice if we got something deadly that doesn't float. We could have players chased by robots of doom around the arena Not sure we have enough elements that work with it at present, but in the future might be able to combine them with existing tech. Would be truly awesome. However, for the robot of doom, we probably need a number of them because only the ends can harm characters, meaning near pixel-perfect hit for just 1-2 frames of at most 4 damage. BTW, looked at some JP uploads and looks like absorbing salt with joined water dots will result in some strange "solid" seawater.
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Post by Artifact123 on Apr 6, 2013 12:15:30 GMT
This is one of those things that you don't understand at all but you see other people use it to make awesome stuff and it just automatically makes you like it. I like these joints.
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Post by droctagonapus on Apr 6, 2013 18:37:17 GMT
one can make it make gliders and butterflies and spinning wheels with the bubbles..
but things with joint don't effect normal dots much, unless they are setting the other dots on fire.
how did you make the spinning soap thing such that it wouldn't pop when it hit the ground?
EDIT: I have made a discovery!
if you make joints out of something that hasn't been added yet, it will stay stationary. (or at least the end that hadn't been added yet) and the players can still pick the element up with their heads. unfortunately it does not stay that way upon get/set so I assume it can't be uploaded. but if you make it happen it could be good for making it easier for the player to get certain head attributes?
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Post by Elmach on Apr 7, 2013 2:18:16 GMT
Most of it is ice, which doesn't pop.
Unfortunately, when I try to replicate it, every bit of it that is soapy pops anyways, so yeah...
EDIT: I get it now. The soapy (which acts like a rubber band) is on the inside; the ice surrounds it, and the powder is connected to the ice. Because of this, the force isn't transferred to the soapy as much, while the ice runs freely.
EDITx2: One fire in the middle (connected to the soapy) is better than powder on the outside (connected to the ice) in making it spin, but does not look as impressive.
EDITx3: The thing about soapy being a spring makes it such that there are always incompatible conditions for it, leading to lots of seemingly random forces.
EDITx4: As far as I can tell, joint takes the attribute of the element it is placed on first; a soapy->ice connection is springy, while an ice->soapy connection is more rigid.
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Post by endy123 on Apr 8, 2013 3:00:10 GMT
Most of it is ice, which doesn't pop. Unfortunately, when I try to replicate it, every bit of it that is soapy pops anyways, so yeah... EDIT: I get it now. The soapy (which acts like a rubber band) is on the inside; the ice surrounds it, and the powder is connected to the ice. Because of this, the force isn't transferred to the soapy as much, while the ice runs freely. EDITx2: One fire in the middle (connected to the soapy) is better than powder on the outside (connected to the ice) in making it spin, but does not look as impressive. EDITx3: The thing about soapy being a spring makes it such that there are always incompatible conditions for it, leading to lots of seemingly random forces. EDITx4: As far as I can tell, joint takes the attribute of the element it is placed on first; a soapy->ice connection is springy, while an ice->soapy connection is more rigid. Editx4 helps out immensely. Got the relationship between soapy and the ice exactly right. Ice: Shield, Soapy: Spring. Near as I can tell it "pops" when the soapy/bubble element comes in contact with something like Block or a powder. Basically the same as the original Bubble, but only for that single bit. For the "Killer Bots" I was thinking they could work with something like lava or in theory shoot lasers. You can imagine Joined-Laser that fires a beam when it comes in contact with another powder. Now stick that on the end of a Bot and you have this random firing death spiral coming at you
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Post by darkchaos10 on Apr 8, 2013 15:08:57 GMT
Spinning boxes are fun, and lining the corners with powder makes for a nice tire.
PQy*PnpT5ygNxEKtwXsXdrx6W8NTngHFSKZa7AOJzvPVs9GaSuX0rwdQoqjkcotHEP3WokJ72pUC2yOwTlCt*ngIEjbuYfrZpJ3k2UTZxESVtBpo.J1JrtpYuLZAlTNyyQGA5OnMLY8mKmWGUrITJHXiEtn4P*5oAK1gktTiGa4ZCBJ76EXABgJx683GHXA*VHOn6Jvjb0WX9Ju53MA8EonvkANchLJ8uUN.nSsYIFlkkOsAaT3j1UXSCynqRq528Z6rnXdfIo.cYjcUfeKJaCdYvgtAkY3yzf7AqDiISVLU00EwA5yt7XE6A3UkTBdPm8IVfAp3APgFcAohiF0cXhzMyIwMZQEWmHAMvJhAQ0o6cNhYiYPmywh1nOxfcGFVrN8fCLfrlWt.MPe2KSQFPuf.4UvMJMDW0T9LLrlG2hcjUav9KXB4P5vrKdfT3lQ2aj5itk4mKzTyuk5OohtL*F6a2jek29CNl28Xc0fz5Jmnv4fLp1RRkwAaAkxQZRFnhQMfZnCNudTTTb5vNWtqQ4457ATOg0Zj4HlEGJUrUrdv2gyT8R9esyxPxUapX7QzWDXflUkqzHu3q5Gd.0YgpaNPERw6fJEmwOA6pQhQG9oMiUhm.74hR.MwMS6I1KoaIJrIhHKE820mCC*4pAD9.k.uZ8kGq0QcdBUGkNOSujXxY2sVaUKHz0w.LRksh18S2oNYQmyNKaht1E8PLrHxfLSW0JcJvhIatK6v5v6S7YjOyJl.ScO.*BG1GxHLTacFYg2pjUKGwBRqUdAeJ73tyu4udEV9hH
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Post by endy123 on Apr 8, 2013 18:30:34 GMT
one can make it make EDIT: I have made a discovery! if you make joints out of something that hasn't been added yet, it will stay stationary. (or at least the end that hadn't been added yet) and the players can still pick the element up with their heads. unfortunately it does not stay that way upon get/set so I assume it can't be uploaded. but if you make it happen it could be good for making it easier for the player to get certain head attributes? Nice find. You can rig it up so that an element is converted into a semi-stationary joint. It isn't effected by gravity but is still effected by other elements nearby and it's original properties(mostly). Fish can convert to any of the liquids. Bomb can cause the effect temporarily, then the affected element will vanish. Virus can cause the effect either temporarily(if set to existing joint elements) or permanently(non-joint elements) Some of the non-joint elements work really oddly in this state. Fun to play with though. cBvEbctFcVt7Fy7buuaTOdAmLLgBUYqIXeCPQ33gvUODEccfukN8JA8ypYpQza8bQN9xcs91aYVzZSGKpLamJaG0kQ0evIqUgPmeZRHq086RDq4SfFsHah4Wf9K8.1W.j6d8KHDtPnNFnYFhxdzcs3ENhbU*yjgA5LjAoLikH6rXDfY57iG8A8Yv7gnU8bQCXqFwuskcRbtgtslEzpT3mjcs60MUH8Ye23cUB172eIUEK52fOC0qLeo5OAYjF2MRSLLibNqncbpMoshoupP*rNgEenwc*vEGiYBRmag7JtpBFeel5jQY89eJ5hmxPQcBAGw8NRmlm8WNMKcAWm*GLRfo0jvE02DBSUzgh4sqG6toqgsTc8KTvFeMOhyDz4lS3edBB3g1gjcSDXriOKIClmXzoMnLbU5ZsL1L*NWAquZnGCJrQ9XuNjJ9QF3XD7tNU8tp*nwVXZZJDmxt7r9wAHuBt*eZWDmbEfKx9hrdguihMlrFSg72HErplQai1St.IhyBhfTN8w4RafS*kiWG2AZPVipn8a77Rl3nIjYjn.xWzG38pLn5.n3qpJJSaRdgtKYSkEBNdZIRBmA*1ruoCHD2nlTgcdjSgvugZxPs0e0wy*PUswhJxUPWs.tG0s3cJn4GgpbC9Wy0bpaalsLasZ6Lh5MyKWDkj1dlrsUNtNRlSpEjFjY.JV BG-Toon will show the original element so makes it a little easier to see what it is set to. Note: Doing this to Pump is downright awesome. Apparently the Pump elements move as liquids travel through them. I really can't explain it any better. But means that you can set up cyclic movement using it. Balloon in FlightEdit: Works similarly with Metal and probably Glass too.
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Post by Elmach on Apr 12, 2013 2:24:57 GMT
When you turn one end into a non-jointable element, the non-jointable element floats, as said before, but the end that is jointable acts like it isn't jointed at all, except for being indestructable. EDIT: In case anyone cares, the "weight" of a jointed object comes from the edges (joints?), not the dusts (dots?). EDITx2: Actually, it might be more of a combination... The following comes from a test with two dots and one joint. Fire < Soapy* = 0 (perfectly neutral) < Powder = Snow < SuperBall = Water = Gunpowder = Ice Also, in those tests, Fire + SuperBall/Water/Gunpowder/Ice joint is neutral, while Powder/Snow + Fire joint rises. * Soapy also has lots of air resistance and tends to grind to a halt quickly. More testing: With fire, a powder edge of joint becomes fire. With water, a fire edge disappears. One dot of fire with two dots of Powder in a triangle is neutral.
A chain of powder - fire - powder - powder falls.
Three powder connected to one fire, but not connected to each other rises.
A triangle of one fire, powder and powder, connected to another powder by the fire is also neutral. I expected it to rise.
A triangle of powder, each with its own fire attached is neutral.
Fire-Water-Fire RISES WTF
Octagons are awesome. I like octagons. I haven't gone insane. Seriously. Octagons are a bit more sane then this. They are simple. They make sense. Joint does not make sense. Joint is crazy. I like octagons better. Don't think about floating, that will just make you mad. Insane-mad, not angry-mad. Angry-mad too, but more insane-mad.EDITx3: Unless you really need to, when jointing with fire, use Superball instead of water, ice, or gunpowder; otherwise, it will melt/explode half the time.
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