Post by secret on Dec 21, 2008 10:23:04 GMT -5
Note that I put this here is for reference only.
1a.Solids (Powders):
Defination: Respond to gravity, Wind/Air, Magnetism etc. and falls as individual pixels. Can support objects and other substances. objects cannot drop through it (in terms of collusion points)
Sub categories:
a) Bouncy powders: Powders which can bounce (e.g. Superball)
b) General powders: Powders with no other physical properties (e.g. Powder, Seed, Fireworks, Gunpowder, Bomb)
c) Heavy powders: Powders that would not undergoes liquification (e.g. Stone, uranium)
d) Living powders: Powders with complex movements (e.g. Ant (Both charged and uncharged), Spider)
e) Exotic-powders: Powder that respond to gravity in an opposite way (e.g. Memzak)
1b.Solids (Bulk solids):
Defination: Made of Powders sticking together. Can support objects and other substances.
Sub categories:
a) Stationary non-drag-able solids: Does not respond to gravity, stays in place and cannot be Drag or moved by Wind/Air (e.g. C4, Torch, Clone, Ice, Glass, metal, Gold, Silver)
ai) Force responding variety: Respond to certain forces and behave like Particles for a short time (e.g. Metal, Gold, Silver)
aii) Force resisting variety: Does not respond to forces (e.g. C4, Torch, Clone, Ice, Glass)
b) Stationary drag-able solids: Same as stationary non drag-able solids, except it can be Drag. Does not respond to Wind/Air pressure (e.g. Wood/Tree, Calcite)
ci) Falling solids: Solids that respond to gravity, drag and Air/Wind. Have properties between that of Powders and Bulk solids. They move, fall etc. as a whole, not as individual pixels. (e.g. Aerogel, Plutonium, Ceramic)
cii) Exotic-falling solids: Falling solid that respond to gravity in an opposite way (e.g.Rontiarmiunifogen)
Note that the above sub categories can be any of the below varieties:
i) Permeable variety: Cannot support objects and other substances (e.g. Fan)
ii) Non-permeable variety:Can support objects and other substances (Metal, Gold, silver, C4, Torch)
iii) Selectively permeable variety: Can support objects OR other substances. (e.g. Glass)
2.Liquids:
Defination: Respond to gravity and falls as individual pixels. flows and spread Cannot support objects and other substances of higher density. objects can drop through it (in terms of collusion points)
Sub categories:
a) Bouncy liquid: Liquid which can bounce (e.g. Dan ball (liquid state))
b) General liquid: Liquid with no other physical properties (e.g. Water, Nitro, Soapy, Oil, Napalm, LN2, Mercury)
c) Creeping liquid/Superfluid: Liquid which creeps and climb onto surfaces (e.g. Listo, LHe)
e) Exotic-liquid: Liquid that respond to gravity in an opposite way (e.g. Liquierium)
3.Gases:
Defination: Floats as individual pixels and spread. Objects cannot drop through it (in terms of collusion points)
Sub categories:
a) General gases: Gases with no other physical properties(e.g. Gas, NH3, Oxygen, Poisonous gas, Neon, CO2, Smoke)
ai) Permeable variety: Cannot support objects and other substances (e.g. Smoke)
aii) Non-permeable variety:Can support objects and other substances (CO2, Oxygen, Neon, Poisonous gas, Gas)
aiii) Selectively permeable variety: Can support objects OR other substances. (e.g. NH3, Ganon)
b) Mirror gases: Gas that respond to gravity in an opposite way (No examples yet)
c ) Exotic gas: Gas that does not respond to gravity. (Bacteria, MM)
4. Energy and Plasma:
Defination: Does not respond to gravity or Wind/Air. Moves with a periodic pattern. Cannot be Drag and (Usually) very hot.
Sub categories:
a) Electric current: Plasma with zig-zag motion(e.g. Thunder, Advanced lightning)
b) Electromagnetic radiation: moves in straight lines (e.g. Laser, Radiation, Light)
c) Flame: Rise like gases but disappears after a certain period of time. (e.g. Fire, Blue flame, White flame)
d) General plasma: Respond strongly to magnetic and electric fields and form structures according to the magnetic field. Usually Forms in clusters while randomly moving around the screen. Velocity of each individual pixel may not be the same. (e.g. Plasma)
5.Particles:
Defination: Does not respond to gravity and behave like stationary solids when no force is appiled but moves when forces (Air/Wind, Magnetism etc. except gravity) is applied. Can be Drag and can support objects and/or other substances
Sub categories:
a) Disappearing particles: Disappears after a short time. (e.g. Steam/Suds)
b) Permanent particles: Does not disappear (e.g. Strangelets, Pulse)
6. multi state:
Defination: Substances with more than one available state of matter
Sub categories:
a) Click dependent: State of element depends on mouse clicks (e.g. Magnesium, r2N)
b) Force dependant: State changes when certain forces is applied(e.g. Dan ball, Oobleck)
1. Objects
Defination: Things that are not reacted in the form of pixels but in the form of a system of collusion points
Sub categories:
a) Standard objects: Have a few reactions, but never react as individual pixels (e.g. Box, Rope, Chain, door, drain, Gears, Spring)
b) Organisms: Objects with complex behaviour, usually move according to a set of rules (e.g. Player, Fighters, Doctor, Fish)
c) Block type objects: Objects that is (usually) fixed to a place and can only be removed by functions (e.g. Block, Wheel)
2. Forces
Defination: Usually in the form of fields, can be seen only in certain BGs. Can cause certain reactions
(e.g. Gravity, Electromagnetism, Wind/air, Temperature, Strong force, weak force)
3. Functions
Defination: Have no physical form. Make and change settings.
Sub categories:
a) Commands: Change the settings of the playfields, no drawing action needed(e.g. SaveLoad, Upload, Reset, GetID, widescreen OnOff, System On Off, Dot, Scale, Speed, Pen S, Side, Grav, Temp, Grid, UploadOptions, Edit, BG, ZoneView)
bi) Standard Tools: Make changes manually, drawing actions needed (e.g. Drag, CopyPaste, MobilizeImmobilize, Clear, Erase, Text, Line, Fill, ZoneClear)
bii) Physics zones: A category of tools that can change part of the physics or settings of the playfield, drawing actions needed (e.g. all physics, > and non-physics zones)
c) Mini display: Mini windows which is used for some settings. They are not buttons (e.g. Room minimap, Edit minimap)
State of matter encyclopedia:
Substances:
Basics:
1a.Solids (Powders):
Defination: Respond to gravity, Wind/Air, Magnetism etc. and falls as individual pixels. Can support objects and other substances. objects cannot drop through it (in terms of collusion points)
Sub categories:
a) Bouncy powders: Powders which can bounce (e.g. Superball)
b) General powders: Powders with no other physical properties (e.g. Powder, Seed, Fireworks, Gunpowder, Bomb)
c) Heavy powders: Powders that would not undergoes liquification (e.g. Stone, uranium)
d) Living powders: Powders with complex movements (e.g. Ant (Both charged and uncharged), Spider)
e) Exotic-powders: Powder that respond to gravity in an opposite way (e.g. Memzak)
1b.Solids (Bulk solids):
Defination: Made of Powders sticking together. Can support objects and other substances.
Sub categories:
a) Stationary non-drag-able solids: Does not respond to gravity, stays in place and cannot be Drag or moved by Wind/Air (e.g. C4, Torch, Clone, Ice, Glass, metal, Gold, Silver)
ai) Force responding variety: Respond to certain forces and behave like Particles for a short time (e.g. Metal, Gold, Silver)
aii) Force resisting variety: Does not respond to forces (e.g. C4, Torch, Clone, Ice, Glass)
b) Stationary drag-able solids: Same as stationary non drag-able solids, except it can be Drag. Does not respond to Wind/Air pressure (e.g. Wood/Tree, Calcite)
ci) Falling solids: Solids that respond to gravity, drag and Air/Wind. Have properties between that of Powders and Bulk solids. They move, fall etc. as a whole, not as individual pixels. (e.g. Aerogel, Plutonium, Ceramic)
cii) Exotic-falling solids: Falling solid that respond to gravity in an opposite way (e.g.Rontiarmiunifogen)
Note that the above sub categories can be any of the below varieties:
i) Permeable variety: Cannot support objects and other substances (e.g. Fan)
ii) Non-permeable variety:Can support objects and other substances (Metal, Gold, silver, C4, Torch)
iii) Selectively permeable variety: Can support objects OR other substances. (e.g. Glass)
2.Liquids:
Defination: Respond to gravity and falls as individual pixels. flows and spread Cannot support objects and other substances of higher density. objects can drop through it (in terms of collusion points)
Sub categories:
a) Bouncy liquid: Liquid which can bounce (e.g. Dan ball (liquid state))
b) General liquid: Liquid with no other physical properties (e.g. Water, Nitro, Soapy, Oil, Napalm, LN2, Mercury)
c) Creeping liquid/Superfluid: Liquid which creeps and climb onto surfaces (e.g. Listo, LHe)
e) Exotic-liquid: Liquid that respond to gravity in an opposite way (e.g. Liquierium)
3.Gases:
Defination: Floats as individual pixels and spread. Objects cannot drop through it (in terms of collusion points)
Sub categories:
a) General gases: Gases with no other physical properties(e.g. Gas, NH3, Oxygen, Poisonous gas, Neon, CO2, Smoke)
ai) Permeable variety: Cannot support objects and other substances (e.g. Smoke)
aii) Non-permeable variety:Can support objects and other substances (CO2, Oxygen, Neon, Poisonous gas, Gas)
aiii) Selectively permeable variety: Can support objects OR other substances. (e.g. NH3, Ganon)
b) Mirror gases: Gas that respond to gravity in an opposite way (No examples yet)
c ) Exotic gas: Gas that does not respond to gravity. (Bacteria, MM)
Advanced:
4. Energy and Plasma:
Defination: Does not respond to gravity or Wind/Air. Moves with a periodic pattern. Cannot be Drag and (Usually) very hot.
Sub categories:
a) Electric current: Plasma with zig-zag motion(e.g. Thunder, Advanced lightning)
b) Electromagnetic radiation: moves in straight lines (e.g. Laser, Radiation, Light)
c) Flame: Rise like gases but disappears after a certain period of time. (e.g. Fire, Blue flame, White flame)
d) General plasma: Respond strongly to magnetic and electric fields and form structures according to the magnetic field. Usually Forms in clusters while randomly moving around the screen. Velocity of each individual pixel may not be the same. (e.g. Plasma)
5.Particles:
Defination: Does not respond to gravity and behave like stationary solids when no force is appiled but moves when forces (Air/Wind, Magnetism etc. except gravity) is applied. Can be Drag and can support objects and/or other substances
Sub categories:
a) Disappearing particles: Disappears after a short time. (e.g. Steam/Suds)
b) Permanent particles: Does not disappear (e.g. Strangelets, Pulse)
6. multi state:
Defination: Substances with more than one available state of matter
Sub categories:
a) Click dependent: State of element depends on mouse clicks (e.g. Magnesium, r2N)
b) Force dependant: State changes when certain forces is applied(e.g. Dan ball, Oobleck)
Other things:
1. Objects
Defination: Things that are not reacted in the form of pixels but in the form of a system of collusion points
Sub categories:
a) Standard objects: Have a few reactions, but never react as individual pixels (e.g. Box, Rope, Chain, door, drain, Gears, Spring)
b) Organisms: Objects with complex behaviour, usually move according to a set of rules (e.g. Player, Fighters, Doctor, Fish)
c) Block type objects: Objects that is (usually) fixed to a place and can only be removed by functions (e.g. Block, Wheel)
2. Forces
Defination: Usually in the form of fields, can be seen only in certain BGs. Can cause certain reactions
(e.g. Gravity, Electromagnetism, Wind/air, Temperature, Strong force, weak force)
3. Functions
Defination: Have no physical form. Make and change settings.
Sub categories:
a) Commands: Change the settings of the playfields, no drawing action needed(e.g. SaveLoad, Upload, Reset, GetID, widescreen OnOff, System On Off, Dot, Scale, Speed, Pen S, Side, Grav, Temp, Grid, UploadOptions, Edit, BG, ZoneView)
bi) Standard Tools: Make changes manually, drawing actions needed (e.g. Drag, CopyPaste, MobilizeImmobilize, Clear, Erase, Text, Line, Fill, ZoneClear)
bii) Physics zones: A category of tools that can change part of the physics or settings of the playfield, drawing actions needed (e.g. all physics, > and non-physics zones)
c) Mini display: Mini windows which is used for some settings. They are not buttons (e.g. Room minimap, Edit minimap)