Make a space shooter and a simple platform game using only the trial version of GameMaker Studio 2! A great place to start for absolute beginners. Serenity is a fictional spacecraft that appears in Joss Whedon's Firefly television series. For example, the warm, rusty brown color of the engine room reflected both the engine's attributes of heat. Of Kaylee (Jewel Staite), while the clean, sterile, and white/blue infirmary was both a match to Simon Tam's role as a.
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What goes up must come down, unless you have control over gravity. In the Game Maker software, budding game designers are able to alter every aspect of their creations, from how fast characters move to how their objects react to the user's interactions. Using the gravity action, the force and direction of the game's gravitational pull can be changed to suit flying objects or characters that can walk up walls and upside down. Multiple objects in the same location can each be bound by a separate law of gravity.
Select the object for which you would like to set the gravity and choose “Create Event.” While keeping the “Create Event” menu open, click back on the object and open the “Object Properties” menu.
Choose the tab that is labeled “Move” from the “Object Properties” menu. Locate the “Set Gravity” action.
Click the “Set Gravity” icon and drag it from the “Object Properties” menu into the “Create Event” menu under the “Action” heading.
Enter the numerical direction you want the gravity to pull your object. To have the gravity pull down, enter 270; pull to the right with 0; pull upwards with 90; and pull left with 180. It works on the same principle as the 360 degrees of a circle.
Enter the force of gravity into the box labeled “Gravity.” Set this number between 0.1 and 0.5 for the standard pull of gravity present in platforming games. A higher number means a greater pull and faster fall, while a lower number will allow objects and sprites to stay suspended for longer periods of time.
Click on the green check mark to exit the “Gravity Menu.” Save the new action by clicking “OK” from the “Object Properties” menu.
Tips
Test different gravitational strengths and directions to create a unique platforming element to your game. Play Super Mario Galaxy on the Wii for an understanding of how gravity can alter game play.
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SpaceEngine (stylized as 'Space Engine') is a 3D astronomy program[2] and game engine developed by Russian astronomer and programmer Vladimir Romanyuk.[3] It creates a three-dimensional planetarium representing the entire universe from a combination of real astronomical data and scientifically-accurate procedural generation algorithms. Users can travel through space in any direction or speed, and forwards or backwards in time.[4] SpaceEngine is in beta status and is currently freeware for Microsoft Windows. SpaceEngine's latest release, version 0.990 beta, is the first paid edition (released on Steam).
Properties of objects, such as temperature, mass, radius, spectrum, etc., are presented to the user on the HUD and in an accessible information window. Users can observe celestial objects ranging from small asteroids or moons to large galaxy clusters, similar to other simulators such as Celestia. SpaceEngine includes thousands of real objects, including stars from the Hipparcos catalog, galaxies from the NGC and IC catalogs, many well-known nebulae, and all known exoplanets and their stars.
Functionality[edit]
The UI of SpaceEngine, showing a procedural earth analog with planetary rings.
The proclaimed goal of SpaceEngine is scientific realism, and to reproduce every type of known astronomical phenomenon.[5] It uses star catalogs along with procedural generation to create a cubical universe 10 billion parsecs on a side, centered on the Earth.[6]
Catalog objects[edit]
The real objects that SpaceEngine includes are the Hipparcos catalog for stars, the NGC and IC catalogs for galaxies, all known exoplanets, and prominent star clusters, nebulae, and Solar System objects.[7]
Wiki and locations[edit]
The software has its own built-in 'wiki' database which gives detailed information on all celestial objects and enables a player to create custom names and descriptions for them. It also has a locations database where a player can save any position and time in the simulation and load it again in the future.[8]
Limitations[edit]
Although objects that form part of a planetary system move, and stars rotate about their axes and orbit each other in multiple star systems, stellar proper motion is not simulated, and galaxies are at fixed locations and do not rotate.
Most real-world spacecraft such as Voyager 2 are not provided with SpaceEngine.
Interstellar light absorption is not modeled in Space Engine.[9]
Development[edit]![]()
Development of SpaceEngine began in 2005,[10] with its first public release in June 2010. The software is written in C++. The engine uses OpenGL as its graphical API and uses shaders written in GLSL.
On May 27, 2019, the Steam store page for SpaceEngine was made public in preparation for the release of the first paid version, 0.990 beta.[11]
SpaceEngine is currently only available for Windows PCs; however, Romanyuk has plans for the software to support macOS and Linux in the future.[12]
Archive Project[edit]
Homepage of the website Space Engine Archive Project.
A project is being prepared called the SPACE ENGINE ARCHIVE PROJECT[13]. This project offers the community a web application to archive their discoveries in order to keep in memory all the celestial bodies that have one day been discovered by the community. It is currently in beta phase.
See also[edit]References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=SpaceEngine&oldid=935113332'
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