Time for yet another of these posts. I've got a whole bunch of ideas lined up, not sure which to proceed with next.
Realistic physics engine
A physics engine that does velocity, acceleration, friction coefficients (which can also be used to simulate air resistance, water/liquid resistances). It allows you to tune your own scale according to real life physics. And the system even has other 'side effects' like being able to simulate gravity, momentum, basic real life forces, etc. So, you can make games with catapults, tanks, platformers, little things going uphill and downhill, all using the same engine.
And it uses less than 20 events! Yeah, sounds wierd, but I haven't seen a real physics engine in the community, surprisingly. Also, with the addition of a few events, I'll also include a 2D vector calculator which lets you calculate something moving at a certain angle with accurate X and Y velocity/acceleration.
The drawback is that all the things use about 6 Alterable Values and 2 Global Values if you want full flexibility.
The main reason I haven't resumed work on this is that I have some problems making it work on several objects at once and a few other problems trying to make it move pixel-by-pixel without breaking my 20 event limit with loops. I think I've figured out the problem, but I'm too lazy to try to fix it as there's usually another problem behind these fixes...
Invasion Of The Muz 2
More enemies, more weapons, and more dimensions to move around in! Includes parallax scrolling, anti-aliasing, 32-bit color, and realistic sound effects! What more can you ask for?
Improved parallax scrolling engine
Basically a few tweaks to that parallax scrolling engine, showing how you could make other stuff on the screen seem to scroll without ever scrolling. I might also include a less memory-usage system if I have the time.
Click FAQ 1.002
More questions answered, more examples, better ways to do things, and plenty more forum threads asking for answers in the community.
Combatant Lite
Basically an arena-fighting game with plenty of advanced controls. See how long you can last with only a sword, shield, simple armor and a bunch of moves! Very rogue-like, except that it's kind of a 1st-2nd person view, without any dungeons to explore.
Main thing stopping me from this is that the formulas in Combatant make my head itch. And I'd be very tempted to make a character creation engine for it, which would mean that I might as well do the full Combatant game. Which has tons of values that fill my screen with confusing value-loading conditions & events. I might also do it in C++.
I've got plenty of other projects, but they're a bit too heavy to even question why I should work on them. So, no point in asking about the rest
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Invasion Of The Muz 2
More enemies, more weapons, and more dimensions to move around in! Includes parallax scrolling, anti-aliasing, 32-bit color, and realistic sound effects! What more can you ask for?
Sound like it will be even crappier than the prequal. (And that must not be a bad thing)
Good luck
LOL, just 2 replies. Hmmm... either IOTM 2 or CFAQ 1.002. Both would be fun to do.
"seriously though, do the faq, include fast loop platform engines and slopes and stuff"
> Sounds like a vote for the physics engine .
Hmm.. still a tie for 3 of the stuff. Anyone else wanna voice their opinion?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I have also tried to do a Realistic Physics engine, and it worked great. On one object. When trying to apply it to multiple objects, it always screwed up. Thats the problem with fast loops, can't live with em can't live without em.
But anyway if would be very impressed to see a realistic phsyics engine that worked for many objects.
Mine doesn't even need a fastloop . Though it probably needs an equivalent pixel-by pixel detector, which'll probably be the Move Safely Object 2 (which should also solve the multiple object problem. MMF 2 should use a more loop-based event-based system, but I think it's too late.
It's strange that how I've seen so many 'realistic physics' engine, when most of them aren't realistic enough to do momentum, (real) acceleration, etc. But most of them don't use 6 alterable values either .
I've got a craving to do Combatant Lite. The community needs a roguelike game . Eh, the craving'll go away as soon as I start work on it...
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th August, 2005 at 04:31:26 -
TEH PHYSEEEKS 3NGEEENNNEE!!!!!1111oneoneone TH3Y aR T3H L33t!!1111oneoneoneeleven
CsaR:
The reason I started this thread is coz ALL the projects here have a very good chance of being finished, and I tend to favor the other ones as soon as I start on one .
RapidFlash:
Why should I? Everyone's obsessed with looping. Some things just don't need to be looped. Especially not with trigonometric functions.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I would have thought the fastloop would be useful for applying the forumlae to more than one object.
You're a better clicker than me so you probably know this, but if every object uses a qualifier then you can spread a value between them. Could you not then loop through every object using the Qualifier ID as an index, applying the formulae within the loop?
"Why should I? Everyone's obsessed with looping. Some things just don't need to be looped. Especially not with trigonometric functions."
If you want perfect collisions with objects, then you do need to use loops, unless you're using the Move Safely Object (1 or 2). Even if you are using that object, you still need to use loops to make all of the objects react to the physics engine.
Well my point is that you shouldn't try to make stuff that satisfies others (unless you're going commercial with it) while still having clicking as a hobby. Because if you do that you'll most likely be bored doing something you didn't really want to do in the first place.
So if I were you I would see which one of the ideas I like the most and do it, I mean come on, you can't possibly like all of the ideas equally?
Dines:
Hmm... good idea. Never thought of that. It seems that there's no other example with that idea either. I'm not sure if you've tried it though. Seems that MMF always finds a way to screw up these things.
RF:
Yeah, I intend to use the MSO2. Solves 2 problems in one. If there's anything I've learned from making klik stuff on a Pentium 1, it's that you should avoid the Always condition as much as possible, what more an object that loops the Always event . But then again, comps these days are 20 times more powerful than they used to be back then.
CsaR:
I've got a short attention span. EVERYTHING bores me .
So, as usual, I tend to do the boring thing that is most benificial to mankind. Hmm... maybe I should do the physics thing. All the stuff on this list are interesting, fun, completable projects that I could show off later on. But as usual, once you hit the first bug, it's not quite so fun anymore.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I've tried the ID thing, that bit works fine enough. It definitely spreads between them. I've found out (again, this was probably obvious but it was new to me) that spread value works within all objects that match the event conditions. So you can test an objects coordinates (eg: to see if they're within a certain region) and spread value will number only those objects.
Could be used to apply the physics stuff only to the objects currently on-screen, perhaps?
So like Value A is their Object ID (always the same) and Value B is their Looping ID. MMF then runs through the B value when looping, whilst using the A value for reference purposes (like linking objects with detectors, or tying a bullet back to its original shooter).
Dunno if that'd help you, but I plan to use it more!