Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Symbi0nt

Hi Dominic, first of congratulation to that project.

I have a few questions about the engine capabilities.

1. Is it possible to have multiple maps loaded or in a huge map (so that it is possible to jump from one room to another). A bit like mario when he slides down a tube end ending up in another room.

2. Is it possible to speed up and slow down animations or timed events in one map/room and have it normal in another room? In other words, can the timing of objects be modified by area (for example by a map/room)?

3. How well are physic supported or where can I read about? The biolab demo has some physic looking particles, which looks very nice. Can I attach and detach physics to objects or areas?

4. You editor looks like it could theoreticly be used also for an adventure like game. Can Objects be also touch friedly so they can be draged and droped, touched (like kicking in a direction)

5. Does your engine support multiple charactors. So that I can touch or pick the current person/hero to do something and switch over to another to do something else in another room?

A lot of questions. Hope to hear from your.

1 decade ago by dominic

1. There's no limit to the size of maps, other the systems RAM. Also, loading maps is pretty fast (typically < 0.2s, depending on the size), so you could also have these rooms as separate maps.

2. Yes. Take a look at ig.Timer.timeScale.

3. Physics support is not as sophisticated as with Box 2D or similar physic engines, but all the stuff you see in Biolab Disaster is there "out of the box". Entities have an acceleration, velocity, friction and bounciness (see ig.Entity). You can read a bit more about collision detection and response here.

As for "attaching" physics: you can change an entity's physics properties "on the fly" and opt-in/out of collisions by changing its collision mode.

4. There is no built-in support for drag & drop of entities in games right now. You'd have to add your own.

5. Yes, you can have several player controllable characters. Just check in your entity's update() method if it is the active entity and then react to user input.
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