@lanceandreijaval There won't BE a MaD3. His updates more than make up for it. According to the FAQ (which I recommend reading), "A spinoff is more likely".
Dunno if you saw this before, so I'm reposting. Is it at all possible to set something cloned objects link to automatically, once they spawn? ? Is it at all feasible?
@EmberTheFox995 Not sure how you would want the multiplayer to work.... Though, if it's any help, there IS a sharing system, under the Content tab. From there, you can access some DAMN good user-made stuff. You probably knew this, but... eh.
@qereaser: How would that work? Most of the powers are particle-based; this is because the physics engine 0rava uses has limitations. It simply couldn't fit with disasters: a tsunami, or the like, would require water, which is already a big no-no. Earthquakes, to be realistic, would require dynamic randomized movement of the room, which would be... meh, if even if it WAS possible. A tornado or hurricane would not work either: I don`t know too much of the engine -rava uses, but, IIRC, it supports basic shapes which can be put together, as well as particles. As such, it would seem impossible to make something as complex and random as a tornado.
Correct, stuff like disasters are too complex to implement properly. More details: MaD2 uses Box2D for the physics (collisions, physics settings such as friction, speed, gravity, etc.), near-everything else is my own systems built on top of the physics (graphics, particles, triggering, damage, temperature, etc.) Namely, particles and physics aren't coupled, so they can't collide with things by default. The exception is making a physics body draw a particle as its graphic (this is how quite a few projectiles work), but obviously it can't be done for something like a tsunami since it'd require thousands of bodies.
Funny glitch i found: In some circumstances (not sure yet) quick saving and then quick loading causes any joints and links to disappear, and makes the formerly jointed items zero gravity. Not sure how to recreate it, but let's see... Anyone else seen it?
Hmm... the dumpster really shows promise for a future where "Armors" and such may be possible. On the other hand, the fact that moving it around SLIGHTLY effectively kills dolls within is to be taken into consideration. There is also the glitch that occurs if a doll spawned AFTER the dumpster is put in it, which still shows the doll on the outside. And there's the fact that the dumpster is a large area; "Armors" would require a much more fine and time-consuming build.
@KingdomRusher999 That makes sense... And I envy you. I've not bothered to USE the market since then, and nothing EVER goes below $25, and even that rarely. Currentl, my lowest price is $45. Is there a way to lower this?
Okay.... I bought a small number of max headroom, and the price fell by half. After that,it was fairly static, rising and falling. I sold it, and cut my loss, thinking i could buy a large quantity of it at a lower price, and sell it the moment it went $5 higher for quick profit. So, i buy a large amount. The price falls by half AGAIN. Am i missing something? If so, what is it?
*Loses gamble for what seems lie the hundredth time* "Gah! Eff it, i quit!"
*'accidentally' presses play* *wins 1000 tangerines* "Okay, maybe one more time..."
Correct, stuff like disasters are too complex to implement properly. More details: MaD2 uses Box2D for the physics (collisions, physics settings such as friction, speed, gravity, etc.), near-everything else is my own systems built on top of the physics (graphics, particles, triggering, damage, temperature, etc.) Namely, particles and physics aren't coupled, so they can't collide with things by default. The exception is making a physics body draw a particle as its graphic (this is how quite a few projectiles work), but obviously it can't be done for something like a tsunami since it'd require thousands of bodies.