The mathematical concepts you are putting fourth are lost on me, I couldn't even imagine where to start working on a system like that. I really need to get back into school.
The graphics are looking great, even though the 'hero' looks a bit out of place. I thought you were supposed to be a terrible artist, wtf? Comment edited by HorrendousGames on 10/19/2011
Haha thanks! I'm teaching myself pixeling at an alarming rate. I mean, heres a picture I drew only 3 years ago;
And heres what I drew 3 minutes ago!
But yeah, I've told a few people- I'm saving the player sprite to be one of the very last things I draw. Actually sort of keeps me from doing serious previews, but the player is the one thing you see in 99% of the game as I'm doing a minimalist GUI, so its very important to hone up my skills before I tackle that.
Oh and the physics isn't terribly terribly complicated mathematically- I just do a basic X/Y simulation of cartesian velocities, and instead of using exact coordinates, apply them as offsets along the surface normal using an approximation algorithm that simulates a tenser veil dynamic field of linear reverse polarity deflecto- actually maybe it is complicated
But I set it up super cool so it requires only the minimum amount of animating, and does everything itself- it lets me specify the Mass, Friction, Elasticity, Spin-method, Collision Type, Gravity, Bounce Particles, Shatter Effect, SFX on bounce, etc.