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#1 (permalink) | |
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Zewbie
Join Date: Jun 2008
Posts: 6
Reputation: 12
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Quote:
TODO - Ribbon trails Fix crappy gravity orb resizing Menu Screen Per Pixel collision I'm looking for help tweaking my constants. Currently the gravity behaves physically correct, but the constants (mass,etc) aren't quite enjoyable. So if you have any suggestions in increasing orbit tendency and decreasing the tendency for the ball to get stuck, please let me know. Also, why doesn't XNA have vector drawing methods (DrawRect, DrawCircle, DrawLine, etc.)? That seems like a huge and basic feature that Microsoft is just ignoring. Last edited by ujax : 06-01-2008 at 08:35 PM. Reason: 30 Support Added |
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#2 (permalink) | |
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better than dirt
Section Staff
Expert Zuner Join Date: Mar 2007
Location: Nowhere, USA
Posts: 3,148
Reputation: 209
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also it needs 30 support
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#3 (permalink) |
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Support Team
Expert Zuner Join Date: Nov 2007
Posts: 2,890
Reputation: 178
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^^ no 30 gig support? I guess i'll just wait till my 8 gig gets back from repair. :-(
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#4 (permalink) |
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Zewbie
Join Date: Jun 2008
Posts: 6
Reputation: 12
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I added support for the 30 gig, I think. As in, I mapped the DPad to control things too. That's the best way yea?
And, is there anyway to separate 30 controls from 4/8/80 controls? As in, some way to check what the hardware is? |
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#5 (permalink) |
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Zune Guardian
$zB: 364
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I love it!
This is really creative. Reminds me of interactive buddy in so many ways... But anyway, do you know why when the ball gets sucked into a drawn circle it shoots out like a maniac?
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#6 (permalink) |
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Zewbie
Join Date: Jun 2008
Posts: 6
Reputation: 12
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I have an idea...the formula for gravity between two bodies is (someConstant * mass1 * mass2) / radius^2. Radius being the distance from body1 to body2. Which means that as the radius approaches zero, the gravity becomes infinite. Because I'm not dealing with solid bodies, but points, the radius is able to approach zero.
Now I limit the effects of that by limiting the velocity of the ball; right now it can't exceed 2 pixels per frame. What it really comes down to is tweaking the masses, velocity limits, etc for a "fun" gravity. If you would like to take a look inside the source code and try to find a sweet spot, please do! In the mean time I'll be doing the same. |
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#7 (permalink) |
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Experienced Zuner
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the game is pretty cool i guess..im playin it on my 30 gig..
umm its kinda repeptive after a while...maybe some new features or other things to do... other than that..good idea though..
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#10 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 120
Reputation: 23
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This reminds me of the space lander game. When I create a planet or whatever they are, the ball always gets stuck on the corner. I think you've got the start of something here though. Good job
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#15 (permalink) |
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Squirt
Join Date: May 2008
Posts: 28
Reputation: 10
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I have a interesting ideea for you.
instead of making the ball always constantly moving without losing speed ,why dont you make it so the ball is on the bottom of the screen and when u press the dpad,up. the ball slowly moves, as you would apply pressure on it. and then let it drop and have life like physics. or make this into a game. have you ever played iphysics in sandbox mode? its awsome. its a sandbox. and u touch to make balls,shapes.....etc. and they all have gravity. but if you double tap the screen(pad in our case) the objects spin like on a axle. ..... complicated? ...yes cool? ......very IF possible, give that a shot. |
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#17 (permalink) | |
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Support Team
Expert Zuner Join Date: Nov 2007
Posts: 2,890
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Quote:
it's just demonstrating how gravity can be implemented into a game.
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#18 (permalink) | |
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Zune Guardian
$zB: 364
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"Very alpha tech demo to stake out my claim in the current development frenzy. The game showcases physically accurate point-point gravity. Future plans are for a golf-like game, or some other wacky use of physics, along with a more robust sandbox mode." Right now, all it is is a cool gravity.... thing. ![]()
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#19 (permalink) |
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Squirt
Join Date: May 2008
Posts: 15
Reputation: 10
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From what I've read this demo seems like it is pretty far advanced, if you could apply this to a system like Interactive buddy I could be ammused for hours. I love that game and it would be easy enough to do for the zune. Then we could have a portable interactive buddy
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#20 (permalink) |
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Experienced Zuner
Join Date: Jan 2008
Posts: 148
Reputation: 9
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yes i would agree. INTERACTIVE BUDDY RULES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: D![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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