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      CommentAuthorTapir
    • CommentTimeFeb 7th 2009
     
    Good idea, put it in to-do list.
    Many thanks.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 7th 2009
     
    thinking on this 'set' gravity controller ...
    i came up with this.
    this gives you quick 0, 90,180,270 degree switching.
    can also do 45, 135, 225, 315 with this one.
    how far from the center one puts the 'windows' ...
    limits the max intensity.
    just an idea to play with.

    click on the small white 'windows' to switch gravity direction.
    oh ... clicking in the center will go to zero gravity.

    source code copy enabled.

    -----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 8th 2009
     
    Cool idea!-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorMCC (Moderator)
    • CommentTimeFeb 8th 2009
     
    Wow! With this new idea the possibilities are infinite. Well done, griz!-----------------
    I'm still around... observing.
    I leave all that I own to my cat guppy
    • CommentAuthorgriz
    • CommentTimeFeb 8th 2009
     
    it's just kind of a pain-in-the-@%# to make. ;)
    hopefully you can copy the source code and resize as needed.-----------------
    Random numbers are far too important to be left to chance.
  1.  
    we need a fan that can like, blow stuff and depending on the density how far it will go
    •  
      CommentAuthorMonotof
    • CommentTimeFeb 12th 2009
     
    We need liquids in different colors like yellow liquid you have to get brown and so on-----------------
    ~carpe diem~
    •  
      CommentAuthorTapir
    • CommentTimeFeb 12th 2009
     
    Wind and water, I have put them in to-do list. Once I get a good idea, I will implement them at once. :)

    Thanks for these good ideas!-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 12th 2009
     
    of course ...
    there will the the 'user input' to implement ...
    being able to click and alter something in 'realtime'.
    that will take it to another level.
    but of course ...
    that is already the case with the gravity controller ...
    so i an certain Tapir can do it. ;)-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 12th 2009
     
    user input in to-do list already, :)-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 12th 2009
     
    yes, i expect some great pinball machines to
    come out of being able to activate a paddle ...
    by mouse or even better, keyboard.
    who knows where this will all lead, Tapir? ;)-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 12th 2009
     
    Would be cool to be able to control blue blocks by keyboard :D-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    •  
      CommentAuthorTapir
    • CommentTimeFeb 12th 2009 edited
     
    I'm designing the control system now.
    I will try to make it satisfy as more requests as possible.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorMCC (Moderator)
    • CommentTimeFeb 12th 2009
     
    I was thinking about a violet block you can click and drag with the mouse. There are two types of mouse: fixed mouse, when you click and drag the block it stays still in the position it was when you clicked, and hinge mouse, the mouse acts like a hinge in the place you clicked. I have another ideas like ghost block and glass block, but I don't want to give you more work so I'll explain them later :).-----------------
    I'm still around... observing.
    I leave all that I own to my cat guppy
    •  
      CommentAuthorTapir
    • CommentTimeFeb 12th 2009
     
    Mouse input would be more complex, thanks for your ideas. They are absolutely helpful for the control system design.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 12th 2009
     
    I'm not sure if someone already said this; but it would be pretty handy to have on and off switch to hinges for example.
    Like, if you click a hinge when playing, it starts or stops.
    Would make it more interactive.-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    •  
      CommentAuthorTapir
    • CommentTimeFeb 12th 2009
     
    Put in to-do list, :)-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorMonotof
    • CommentTimeFeb 14th 2009 edited
     
    @Inuyasha666
    Here is something fan like! :-)

    -----------------
    ~carpe diem~
    •  
      CommentAuthorTapir
    • CommentTimeFeb 14th 2009
     
    Cool fake wind!-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
  2.  
    THE NEXT EDITOR NEEDS A REDO AND UNDO BUTTON
    • CommentAuthorgriz
    • CommentTimeFeb 15th 2009
     
    has already been mentioned/discussed.
    btw ...
    your CAPS key is still depressed. ;)-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 15th 2009
     
    Seems many were frustrated by this. :(

    I will add a lock button in toolbar to instead of the Caps key.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 15th 2009 edited
     
    the key works fine ...
    just have to learn how to use it!
    a lock button would not be as useful ...
    requiring yet another mouse click ...
    when the mouse might already be
    being used to select/move an object.
    if you put in a button ...
    please don't have it 'instead' of the key.
    both ... would be good to have ...
    then people can use what they prefer ...
    what they are used to.
    in fact ...
    i think keystrokes for all the operations
    is a fine shortcut to have and use.-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 16th 2009
     
    That's right.
    Using only mouse makes things slow and frustrating.
    It would be also handy to transfer objects to another collision manager category by shortcut key.-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    • CommentAuthorgriz
    • CommentTimeFeb 16th 2009 edited
     
    yes ...
    that would be a very good one to have ...
    to be able to click on an object ...
    and transfer it without having to leave
    the main window.

    question:
    what keys do what, even as we speak?
    CAPS ... locks objects/parts in place.
    the arrow keys move objects/parts by 1 increment
    even when the Tab key is depressed. [i like/use this a lot]
    what else currently exists?
    Space bar ... opens Properties window.
    Shift ... allows one to rotate the selected object/s
    Cntl ... allows one to resize selected object/s-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 16th 2009
     
    Numbers?-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    • CommentAuthorgriz
    • CommentTimeFeb 16th 2009
     
    how about the numbers 0-6 ...
    changing the object category of the selected object?
    or, as spooned suggested ...
    the collision category?

    more stuff for Tapir to do ...
    keep him busy and off the streets. ;)-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 16th 2009
     
    "Tab ... locks objects/parts in place."
    You mean Caps right?-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    • CommentAuthorgriz
    • CommentTimeFeb 16th 2009 edited
     
    isn't that what i said? ;)

    good catch.-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorfortray
    • CommentTimeFeb 16th 2009
     
    How about some adds to the forum, and not to the game?

    Then im talking about an mailbox, signatures etc...
    Just like the other forums :)-----------------
    Meh, low amount of time sux =[
    •  
      CommentAuthorSpooned
    • CommentTimeFeb 16th 2009
     
    It would be useful to be able to modify settings of several boxes and balls at the same time, if possible.-----------------
    My things http://forum.colorinfection.com/comments.php?DiscussionID=1315&page=1#Item_12
    •  
      CommentAuthorTapir
    • CommentTimeFeb 16th 2009
     
    I will change some UI in next version:
    - add back move/rotate/scale buttons, they are all toggle button, but only most one can be toggled on, if none of them are toggled on, then lock mouse actions.
    I keep the lock key, but change it to ~ from Caps. The shift and ctrl to rotate and scale are also keep.
    - add single/glued select toggle button
    - add undo/redo buttons, Currently, most undo 5 steps. The implementation is a simple one. In later, I will implement it in a decent way with unlimited steps.
    - Accurate move/rotate/scale selecteds by dialog
    - A "put selected shapes in Default Collision Category" button

    Numbers is planned for Selection Groups, which will be implemented in later versions.

    "It would be useful to be able to modify settings of several boxes and balls at the same time, if possible. "
    It is in planning, :)

    "How about some adds to the forum, and not to the game?"
    Sorry, the forum functions are in a low priority, but I will implement mailbox and signatures as soon as possible.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
  3.  
    I have 2 ideias.

    The first is rotate/scale with arrow keys. So:

    Shift + right : Rotate 1 degrees CW;
    Shift + left : Rotate 1 degrees CCW;
    CTRL + Left : + 1 scale to left;
    CTRL + Right : - 1 scale to left;
    CTRL + Up : + 1 scale to up;
    CTRL + Down : - 1 scale to up;

    The second is Categorys. Like Colision, but a category have: visible, show border, density, radius, etc.
    I think that is cool :]-----------------
    I'm here to help :)
    • CommentAuthorgriz
    • CommentTimeFeb 17th 2009
     
    i like that rotation idea ...
    allows precise setting without having to
    go to the Properties box for every part
    of the object.-----------------
    Random numbers are far too important to be left to chance.
  4.  
    And another usefull thing (I don't know the others, but for me is useful). I don't know how to explain this in english, so, here is an exemple:

    convert all the setting (x, y, rotation, widht and weight) to an integer number. So: x = 3.36 go to 3. x = 3.87 go to 4. You understand? :p-----------------
    I'm here to help :)
    • CommentAuthorgriz
    • CommentTimeFeb 17th 2009
     
    'convert to integer'
    yes, i try to do that in source code to keep things clean ...
    but it takes a lot of time.

    it does help with alignment ...
    the distance and slide and spring joints don't
    always go to the integer when you first set them.
    and the only way to adjust is to go to the source code.

    i suppose one could get in trouble tho ...
    doing a 'group' change ...
    if something is positioned critically ...
    and needs a few decimal places to work right ...
    or to be rounded down, rather than up.
    so using the 'convert to integer' thing would have
    to be used carefully.
    still ... i think a valuable addition.
    good idea.-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 19th 2009
     
    @Nicolas_Pohren, the idea of property category is very cool! It is better than what I am preparing to implement.

    and for other ideas:

    Shift + right : Rotate 1 degrees CW;
    Shift + left : Rotate 1 degrees CCW;

    will be implemented in v1.04. Shift + right/left, rotate 5 degree. Shift + up.down, rotate 0.5 degree

    CTRL + Left : + 1 scale to left;
    CTRL + Right : - 1 scale to left;
    CTRL + Up : + 1 scale to up;
    CTRL + Down : - 1 scale to up;

    I am still hesitating if I should implement this. :)

    "convert to integer"

    Good idea, put in to-do list. It is simple to implement, but I will implement it in a general way.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 19th 2009
     
    @Tapir

    CTRL + Left : + 1 scale to left;
    CTRL + Right : - 1 scale to left;
    CTRL + Up : + 1 scale to up;
    CTRL + Down : - 1 scale to up;

    I am still hesitating if I should implement this. :)

    ~~~
    why scale only x OR y?
    rather than +/- both x AND y together?
    i would think most scaling would be in all dimensions ...
    and so would require just one operation, rather than two.
    in other words ...
    one would have to scale twice ...
    once in the x, and once in the y ...
    to fully scale an object.

    just wondering, that's all.-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 21st 2009
     
    box2d doesn't support eclipse, so the scale for x and y must be same.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorgriz
    • CommentTimeFeb 21st 2009 edited
     
    well that was my question ...
    why both scale to left/ scale to up?

    CTRL + Left : + 1 scale to left;
    CTRL + Right : - 1 scale to left;
    CTRL + Up : + 1 scale to up;
    CTRL + Down : - 1 scale to up;

    wouldn't CRTL Left/Right or Up/Down or +/- for that matter ...
    be good enough?-----------------
    Random numbers are far too important to be left to chance.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 22nd 2009
     
    I think "scale" is not very frequently action, so I want to assign ctrl + arrow keys to moving vertex points.
    I will add other "accurate scale" methods.-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
  5.  
    Use arrows to move vertex points are cool :)

    Tapir, youre a angel xD-----------------
    I'm here to help :)
    • CommentAuthorleagman1
    • CommentTimeFeb 24th 2009
     
    What about a function like "Snap to Grid" witch makes shapes snap to even x an y values.
    Also would be cool if I could edit 2 or more objects at a time by just picking them all and then click properties.
    If i do have a group of balls for example and want to change their restitution all at once this would be damn useful.
    •  
      CommentAuthorTapir
    • CommentTimeFeb 25th 2009
     
    "Snap to Grid" and "Group property Setting" is in planning, :)-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorleagman1
    • CommentTimeFeb 25th 2009
     
    cool :D
  6.  
    what about having objects that move through a wide scene be able to be followed without having to scroll?
    •  
      CommentAuthorTapir
    • CommentTimeFeb 28th 2009
     
    it is will be implemented in v1.05, :)-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    • CommentAuthorMCC (Moderator)
    • CommentTimeMar 2nd 2009 edited
     
    Tapir, do you still don't know how to implement the rope? You can implement it using the same idea that Nicolas had for water: A polygon with a lot of faces! This way it will not look as a lot of rectangles togheter... and for drawing it in the editor, i think Golder Actor's idea is very good... we could draw it just like we do with polygons, and add and erase way-points with the same method. And it can be connected to shapes just like distance joints :).-----------------
    I'm still around... observing.
    I leave all that I own to my cat guppy
    •  
      CommentAuthorTapir
    • CommentTimeMar 2nd 2009 edited
     
    Yes, the current implementation idea is like what Colder Actor suggested, using connected line segments to represent a rope / chain.

    And I am not very understanding how to use Nicolas' water idea in rope. Can you describe it with more detail?

    [Edit] sorry, type mistake, Colder Actor -> Golden Actor. I typed it too fast, :)-----------------
    My games: Tapir Games
    My phyards: Tapir@phyard
    •  
      CommentAuthorUnihedron
    • CommentTimeMar 3rd 2009
     
    Colder Actor ?-----------------