(07-23-2014, 02:01 PM)A-MAN Wrote:WAIT WHAT? ...//doing research///...(07-23-2014, 01:30 PM)Bamboori Wrote: weight defines the weight of the character. lf2 has a gravity force of 1.7, so the weight x 1.7 is the force pulling the character down if in air.But the gravitational acceleration has got nothing to do with an object's mass; all objects, irrespective of their masses/weights, should fall at the same rate/acceleration.
OMG THANKS FOR POINTING THAT OUT.
I got confused firstly, but then I realized we're not talking about gravity, but about an action of free falling. Ofcourse you're right... I implemented the weight values in my game too, but looks like for no reason, haha.
I think I still can use the weight for the friction and speed slowing counter. - You could use that up too, bamb. (For example, when body's sliding on ground after being knocked) or you can use weight for heavy characters, so other have less power to knock them up in the air
+ you could use something like gravity and friction multipler in the point of creating stage/background/map/level, this could be kinda uselful - levels with ice, moon-based (low gravity) levels