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shock-value — Object World Beta

Published: 2010-03-04 03:43:49 +0000 UTC; Views: 128460; Favourites: 296; Downloads: 2779
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Description Newest updates:
5/8: New attachments and other items, bugfixes
4/20: Save to script feature added
3/11: A bunch more attachments; updated icons; inputs/outputs now have labels on mouseover
3/9: Frisbee, rocket attachment, and motor attachment added; 'Circuits' folder renamed 'Connectors', reorganized
3/4: Barrel behavior enhanced.


Here is what is essentially the beta version of IB2. I am releasing it under this different name just so it doesn't attract too much attention for the time being.

Notes:

--Press up/down/left/right to move camera, +/- to zoom in/out.

--About FIRE-- right now the only way to light things on fire is to select the Circle item and move its temperature slider past 200 degrees. It will then appear on the stage hot and on fire. It can, however, catch other objects on fire (if they are flammable) and more generally transfer its heat.

--About CIRCUITS--check out this video where I explain them and show what you can do... [link]

--(for script creators/editors) The built-in scripts (the ones whose ID's begin with '!' are automatically reset each time the game runs. To edit these items I'd suggest copying their scripts over to a new item and editing them from there. This way it will save correctly.

Any other questions, please ask! And all suggestions/comments are welcome--that's why I am posting this after all!

And if you really want to go above and beyond, I'd love to see user created weapons and other items made with scripting--if they are good enough I will include them in the final game for sure (along with proper credit of course, though unfortunately I have no ability to compensate script developers monetarily at this point).

If you have any questions about scripting please ask, although my best advice is to look at all the scripts of the built-in items to see how they work, maybe copy their scripts over to a new item and do some tweaking to see what can be done. Then if you are ready, try to tackle a new item.

At this point there is no help or official API reference, but the in-game autocompletion should be a big help for identifying the available functions. Feel free to ask me about any of them.
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Comments: 373

armydanywolf In reply to ??? [2010-04-18 14:52:40 +0000 UTC]

i just see a black screen when it loads

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Ecilpse In reply to ??? [2010-03-05 00:53:52 +0000 UTC]

I feel like such an idiot asking this, but how do you put in the buddy? Where is it? Or, am I missing something huge?

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shock-value In reply to Ecilpse [2010-03-05 01:00:29 +0000 UTC]

Nah you aren't missing anything, I am purposefully disabling the buddy for any betas I release. I am saving that for the final, published version only.

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rvmiv In reply to ??? [2010-03-04 21:12:22 +0000 UTC]

its just my opinion but i think water should stay for a little while

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rvmiv In reply to ??? [2010-03-04 20:59:36 +0000 UTC]

wow you can actually catch the air strike missiles!

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shock-value In reply to rvmiv [2010-03-05 06:38:58 +0000 UTC]

yeah you can. If you don't mind me asking, how exactly did you do it?

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rvmiv In reply to shock-value [2010-03-05 14:04:56 +0000 UTC]

i like that they bounce off the barrels though because in real life that sort of thing is possible (did you jet propel them (or something like that)because when i catch them they tend to move a bit fast)

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shock-value In reply to rvmiv [2010-03-05 15:29:53 +0000 UTC]

Yep they are continuously propelled in the direction in which they are facing.

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rvmiv In reply to shock-value [2010-03-05 15:37:02 +0000 UTC]

OK, ya its funny having them go straight up

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rvmiv In reply to shock-value [2010-03-05 12:22:29 +0000 UTC]

2 ways 1 using the barrels 2 using the gravity vortex

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rvmiv In reply to ??? [2010-03-04 20:59:16 +0000 UTC]

wow you can actually catch the air strike missiles!

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The-Eternal-Flame In reply to ??? [2010-03-04 20:41:28 +0000 UTC]

I'm loving it, makes me wish I could script my won items, but I dont know how.


I found a minor glitch.

I put a few barrels in the world and one fell over on its side. I threw a missile at it (Thinking it would blow up) and it bounced off.

I tried again but it only worked the one time. But you may want to look into it.

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shock-value In reply to The-Eternal-Flame [2010-03-04 22:01:12 +0000 UTC]

Yeah sometimes the missiles do deflect. To be honest I find it to be kind of a funny quirk and I'm not sure if I'm going to make them more sensitive or not.

Also the barrels don't blow up yet as a result of nearby explosions but I'm going to add that functionality soon.

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The-Eternal-Flame In reply to shock-value [2010-03-04 22:06:16 +0000 UTC]

I figured that out by reading the other comments.

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rvmiv In reply to ??? [2010-03-04 19:54:59 +0000 UTC]

you should be able to turn stuff i think (i mean without having to move it from its location)

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shock-value In reply to rvmiv [2010-03-04 22:01:52 +0000 UTC]

Like select them and then rotate, similar to how you can use the move tool on selected items? If so, yes, I do plan to add a rotate tool.

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rvmiv In reply to shock-value [2010-03-05 12:25:15 +0000 UTC]

ok cool (yes that is what i mean)

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RPlushie In reply to ??? [2010-03-04 10:05:13 +0000 UTC]

and the invisible floor down below is kinda weird... i mean you can fill the space below the screen up with stuff if playing around for long

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shock-value In reply to RPlushie [2010-03-04 18:25:37 +0000 UTC]

Well it's not invisible--you can move the camera with the arrow keys. And if you'd like to delete it you can select is with the Selection tool and push the delete button (make sure "don't select fixtures" is off).

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RPlushie In reply to shock-value [2010-03-04 21:38:55 +0000 UTC]

is there a way to "zoom out"?

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shock-value In reply to RPlushie [2010-03-04 21:44:52 +0000 UTC]

yep use +/- keys

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RPlushie In reply to shock-value [2010-03-05 05:28:11 +0000 UTC]

thanks!

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RPlushie In reply to ??? [2010-03-04 09:44:14 +0000 UTC]

so um... why is it like nearly impossible to light the flamibvle barrels on fire?

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Tough-and-Heartless In reply to RPlushie [2010-03-04 13:47:39 +0000 UTC]

I did it....and easily

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RPlushie In reply to Tough-and-Heartless [2010-03-04 16:25:40 +0000 UTC]

how? i left them sitting with -several- 1000 temp spheres... that were of course on fire. and not a one of them even so much as burnt... i also hit them with grenades and mines and explosions... and again, still nothing... and even when they -were- on fire it took a minute and a half to actually see them explode.

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Tough-and-Heartless In reply to RPlushie [2010-03-05 00:01:09 +0000 UTC]

well I did the same thing you did and two seconds later BOOM. You must have a slow server or somethin

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RPlushie In reply to Tough-and-Heartless [2010-03-05 05:32:36 +0000 UTC]

and i just put one flaming dot on a single barrel... nothing

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RPlushie In reply to Tough-and-Heartless [2010-03-05 05:27:59 +0000 UTC]

its flash... it doesn't run on "server" and no... My home computer is just about top of the line.

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Tough-and-Heartless In reply to RPlushie [2010-03-05 13:13:21 +0000 UTC]

yea it can be the best and still suck, dude. I dont know what to tell ya it works fine for me.

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RPlushie In reply to Tough-and-Heartless [2010-03-05 17:51:15 +0000 UTC]

already figured it out, was different testing constraints... make your circles as small as you can without a radius of 0 and then try it.

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Tough-and-Heartless In reply to RPlushie [2010-03-05 21:48:45 +0000 UTC]

..............i told you it vwas fine for me

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RPlushie In reply to Tough-and-Heartless [2010-03-06 13:09:30 +0000 UTC]

whatever. he explained that a smaller object with a higher temp will have less units of heat. so i wasn't putting enough fire against the barrels simple enough. its like the diffrence between a match and a bonfire

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shock-value In reply to RPlushie [2010-03-04 18:23:43 +0000 UTC]

Explosions won't do anything to them now--that's just something I still have to add. Also what might be happening (if you have them stacked) is that they are transferring their heat to the ones they are touching without themselves getting hot enough to light on fire. I might turn down their conductivity to mitigate that.

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zuanp In reply to shock-value [2010-08-03 12:58:43 +0000 UTC]

how to buddy?

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RPlushie In reply to shock-value [2010-03-04 21:38:25 +0000 UTC]

sad thing is if they are stacked... and highly conductive... they should all be catching faster. specially with 7 or 9 highly conductive 1000 temp objects pressed against them.

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shock-value In reply to RPlushie [2010-03-04 21:59:49 +0000 UTC]

I agree that somehow I have to get them to catch fire faster. That's on my to-do.

However the interesting (and somewhat surprising) thing is that it is possible (and I think it is the case with the barrels) that a higher conductivity could cause the fire to spread more slowly.

For example, suppose you have a group of ten objects in a stack, and all with perfect (100%) conductivity. Now light one on fire. As soon as the fire on the first object causes its temperature to rise, this heat is instantly dispersed evenly to all other objects. So the total heat in the system rises by, say, 1 unit per second (if we assume if fire causes each object to rise by 1 unit per second). The other objects won't catch fire until their temperature is high enough, say 10 units. So if there are ten objects, it will take 100 seconds for them all to reach 10 units. At that point they will all catch on fire at the same time, even if not all of them are directly touching the first on-fire object (due to the 100% conductivity). From then on, the heat in the total system will raise by 10 units each second, 1 for each object.

Now run the same simulation with a lower conductivity. What ends up happening is that at way less then 100 seconds, the objects directly touching the first on-fire object will rise above 10 units of heat and will catch on fire. The key thing is, at this point they will start generating their own heat since they themselves are on fire. So if two additional objects which are touching the first one catch on fire, the total heat in the system is now rising by 3 units per second. This will speed up the rate at which the additional objects rise in temperature and catch fire, so the end result is that it takes less time (less than 100 seconds in this case) for everything to end up on fire.

The fact that objects naturally tend toward room temperature at a slow but steady rate in the game only further pushes the dynamic in this direction.

Of course, that being said, I am surprised that with 7 to 9 1000 degree objects touching them that they aren't catching on fire quickly. In any case I'm definitely going to be tweaking the barrels quite a bit before release.

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RPlushie In reply to shock-value [2010-03-05 05:38:27 +0000 UTC]

and something i didn't notice... a circle with smaller radius, produces less heat then a larger (strange because it should be the same temperature)

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shock-value In reply to RPlushie [2010-03-05 07:04:41 +0000 UTC]

Hmm... well it should PRODUCE fewer units of heat, but overall it should still be the same temperature since temperature=units/mass.

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RPlushie In reply to shock-value [2010-03-05 07:15:11 +0000 UTC]

i was making my flaming mass smaller because i didn't want it to disturb the pile overmuch, i guess that is where my mistake was.

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RPlushie In reply to shock-value [2010-03-05 05:27:10 +0000 UTC]

mmmm yes i see how it caused the trouble... again. its strange that i had several 1000's in there and it wasn't raising (pretty much at all) thanks for letting me know.

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DonaldPipowitch In reply to ??? [2010-03-04 09:17:09 +0000 UTC]

Nice one!

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Matcat In reply to ??? [2010-03-04 05:34:08 +0000 UTC]

For such a simple idea, its really fun.

Question(s), why did you choose to do this in flash and not in some other language? Would you recommend to other programmers to use flash? How was the experience?

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shock-value In reply to Matcat [2010-03-04 05:54:38 +0000 UTC]

Well, this is technically the beta version of the sequel to the webgame Interactive Buddy, which was also in Flash. (The reason the title is "Object World" rather than "Interactive Buddy 2" is just so that it doesn't draw as much attention--I will change the title to IB2 when it is fully done.) I want this game to be playable in the browser as well, so Flash is the natural choice. I suppose I could have tried Silverlight, but it is less mature and less widely used, and I have no C# experience.

Generally, though, I like Flash and Actionscript quite a bit. It's very very versatile and the object oriented approach makes it easy to organize large projects such as this. It's by no means perfect--for example, there is a long standing bug in AS3 that prevents my in-game script autocompletion from working with certain built-in classes like Array and String (which supposedly will be finally fixed in 10.1). So it has its annoyances here and there but overall I would indeed recommend its use.

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Matcat In reply to shock-value [2010-03-04 06:48:23 +0000 UTC]

Thanks. Always good to hear what others experiences.

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TheDistractedOne In reply to ??? [2010-03-04 05:00:50 +0000 UTC]

Lookin' good, just one thing I'm wondering about.
After making a little tub sorta thing, I tried to fill it with water, which didn't work. Could you make it possible to do that sort of thing (I'm realising it'd be hard to do if you had to calculate place and velocity for every drop of water), perhaps?

Filling it with bowling balls worked though.

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shock-value In reply to TheDistractedOne [2010-03-04 05:05:31 +0000 UTC]

Yeah the problem is volume filling water is really hard to do. In fact I have no idea how to do it. It would be really complicated math, hard to work in with the low-level physics engine I am using, and just generally really slow if you added a decent amount of fluid. So I think the current dissipating water is the best I can do unfortunately.

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TheDistractedOne In reply to shock-value [2010-03-04 05:34:50 +0000 UTC]

Damn. I figured it probably would be.
On another note, I made a room, stuck in a few mines and a barrel, set a circle to ~9 radius, density, 0 friction (NB; I didn't notice much of a difference at all between 1 and 0 for friction, I was assuming 0 would be frictionless (breaking the laws of physics is fun! ), and 1 would have such great friction it would be (while touching another object) immovable (Breaking the laws of phys-- hang on, already said that)), 1 restitution, 1000 Temp. and 1 conductivity.

I had a good laugh imagining the reactions of anyone sitting in that room when I started bouncing that circle around it.

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shock-value In reply to TheDistractedOne [2010-03-04 05:47:58 +0000 UTC]

Yeah with circles it's hard to see the effects of friction since even when they have lots of it, they can still roll (doubly hard to see when you just add the simple filled circles that don't let you determine how fast they are spinning). With boxes it would be more obvious I think.

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TheDistractedOne In reply to shock-value [2010-03-04 06:27:30 +0000 UTC]

Heh, I figured with enough friction, they'd not roll at all.
I'm probably wrong on that, but I'm tired, so blame any poor physics on that. xD

When I have time, I think I'll sit down with this some more and try to break it (without touching the scripting).
It's what I'm best at, finding bugs etc. :3

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bigbosstx [2010-03-04 04:37:47 +0000 UTC]

two things stand out to me while in the store i still can interact with the world i see some one finding some kind of money glitch in that problem; and the mines love them but when chained together no chain explosion; and as for a suggestion have the ability to re size objects like bowling pin and in final ver. bring back the old GUI with the drop down menu- as for that last one make a dA and youtube pole and see what the people want

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