Discussion in 'iPhysics [old jailbreak version]' started by wil32, Nov 23, 2007.
seriously? sick, ill try this tomorrow. now im gonna go sleep
I just downloaded iPhysics + the package from r4m0n with the extra levels ... or so it says. But where do they go? I load up iPhysics again and it's still the sandbox level with only 3 ones to play. Any help?
Go into installer, and under the main menu, find iPhysics. There will be a list of level packs to download. Have fun!
Ultimately, that's one mode of play r4m0n wants to create with iPhysics.
True -- but depending on the size of the conveyor/lift, that would be quite a few dynamics on the screen at once, which can bog the physics engine down. However, if it were possible to create, say, a single moving platform that rotated around in a roughly rectangular area (think a long belt with one platform on it that you had to step on when it comes near you), which means you'd have to time the moving of the player's ball to hop on it... that would be interesting. Except I can't see any way to do with with the current tools.
I haven't had any time this week to play with this stuff yet, much to my chagrin, so I will have to think on ways to use the current features for some neat stuff.
Right now you could use a prismatic joint and a motor, but it would only go once... In the next version you will be able to make it come back.
I'm adding so much stuff for the next version, that you all will be a bit lost creating levels...
Just so you can imagine, I'm adding triggers, that you can tell what to do in response to collisions and user input.
Events. That would be ... sweet. Of course, that will require object IDs and a bunch of new object states, but that'll be a whole lot of fun to play with. Any hints on what the object states will be? And can one event trigger multiple objects and/or multiple states?
I'm still defining stuff, so feedback would be good... I'm thinking on the following "events" for objects (statics and dynamics):
The "mouse" is actually the user finger, but I'm following the internal naming anyway... On each of those events, you will pass an array of actions to take. The actions I though so far are in the form of:
target - ID of the affected object/joint
action - one of "set_property", "delete" (for now)
parameters - for properties, the property name (like "color" or "density") and the new value
I think this will add A LOT of possibilities already... what do you think?
Edit: Ohhh, forgot to say: There will be non-physical objects in the next version too!
this has to be the best game yet!
So far those look quite useful in all kinds of potential situations. One thing that would be useful would be the ability to move, reposition, or replace an object in response to an event (open or move gates, doors, replace one object with another, that sort of thing.) This would require the ability to create objects that are not active in-play on the screen -- or perhaps are on the screen but are invisible and immaterial (as per your non-physical objects). Looking at Rawd's iPinball, I see that you seem to already have some kind of rotation joint activation method that can respond to an event to act like a solenoid to move the flippers, and there must be some kind of collision and reaction event going on with the bumpers. The .plist for that is going to be interesting to dissect.
Those bumpers can be made with options available now, just set the "restitution" to a number close or bigger than 1.
The flippers will be controlled by non-physical "buttons" triggering a change in a motor speed on mouse down/up... I'm keeping things as simple as possible...
I'll add (maybe not now, but soon) an action to add an Impulse or Force to an object, so you could move thing with triggers... object creation is also interesting, and I might add it latter...
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