Not a bad idea. :) I'll investigate the aesthetic possibilities of this effect sometime in a color concept, maybe. The way it might end up, at least one idea I had, was that at certain points (like if the ragdoll dies) the background would turn the color of a jewel, the ragdoll and all the structures would be a black silhouette, and the jewels would be white against the colored background. Could be interesting...Quote from pheonixslayer21@the letter, it was informational but was so long i got through the first quarter of it :)
@the game, i got a few new ideas, may be at the beginning of the game you can pick your sticks color, making this idea possible, (i dont know if the stick figure dying was a suggestion already)how about if you die(if you can die) have the camera shake like it was a hard hit then your stick turns black, when he does that he'll turn ragdoll, here's an example of what im talking about(the ragdoll sucks but you know what i mean)
Horribly Violent Ragdoll Killing Game in Progress
Started by: axcho | Replies: 1,254 | Views: 118,191
Aug 24, 2009 4:39 AM #478119
Sep 2, 2009 7:17 AM #482301
Sep 2, 2009 1:04 PM #482412
So, you put this on hold? Or.....?
Sep 2, 2009 1:54 PM #482453
Looks like it, but once he gets back to work on Dejeweled he can do it full time.
Sep 2, 2009 2:00 PM #482461
there should be stick figures there to make a lot more funny
Sep 2, 2009 9:28 PM #482624
Quote from lincoln10there should be stick figures there to make a lot more funny
I have complete confidence in knowing that you didn't even read the first post of this thread at all. But rather just read the name and came and posted.
Gtfo.
Sep 2, 2009 11:01 PM #482669
I'm working on door constraints right now. My head hurts... ;)
Anyway, I realized that Dejeweled is a really big, ambitious project that I need to work up to. I plan to work on the prototypes more regularly, releasing maybe one every week, on the side while working on other games that will prepare me for Dejeweled.
Anyway, I realized that Dejeweled is a really big, ambitious project that I need to work up to. I plan to work on the prototypes more regularly, releasing maybe one every week, on the side while working on other games that will prepare me for Dejeweled.
Sep 2, 2009 11:32 PM #482682
I still largely support you making a small fighting game out of your ragdoll prototype. It has lots of potential.
Sep 3, 2009 5:27 AM #482887
Argh, I've got the door constraints mostly working, but I can't figure out the right spring damping formula! It just spazzes out, no matter what I try... :(
Sep 3, 2009 10:17 AM #482953
hey, maybe a chainsaw or the slicy rotating thingy,or some guns,or maybe 2 walls banging to each other -->| (ragdoll here) |<-- ( |= wall)
Sep 3, 2009 10:21 AM #482957
Great idea's try making a short animation demonstrating them.
Sep 3, 2009 2:15 PM #483115
Axcho, I bet somebody would know what you're doing wrong with the spring dampening (whatever that is, haha) if you asked or posted the script on some programming forum.
Sep 3, 2009 7:46 PM #483270
Yeah, I might try that. It is a pretty obscure problem, though. I would be surprised if I get any sort of solution that way.Quote from DevourAxcho, I bet somebody would know what you're doing wrong with the spring dampening (whatever that is, haha) if you asked or posted the script on some programming forum.
Anyway, posted a new screen shot here. Yay, staff.
Once I get that spring damping issue resolved, I can release the next engine prototype.
Sep 3, 2009 10:11 PM #483341
Okay, I think I've figured it out, but it requires three square root operations per door constraint... :p
I'll see if I can find a way to get rid of those. Square roots are slooowww...
I'll see if I can find a way to get rid of those. Square roots are slooowww...
Sep 3, 2009 11:02 PM #483366
Good luck with your advanced math that I could never do. D:
I'll be waiting for the next prototype though. :>
I'll be waiting for the next prototype though. :>