JasoNsider
Member
The Friendly Monster said:Thanks a lot. 11 is there to kind of cement the idea of using a piston multiple times to get higher, not only when going vertically, in the player's mind.
I've tried to replicate this but I seem to get it in every time, is the ball hitting the little blob that keeps it in place at first? If so then I think you might be doing it slightly wrong, I'll have a look to see if I can make this more obvious.
Which button do you think would be better? I tried it with a mouse click but didn't really like it. Maybe try switching between using your fingers and your thumbs? (whichever you don't use now).
The coding was actually quite simple once I knew what I wanted to do, it's all about using irrklang rather than XACT (the microsoft engine). I'm a maths and classical music geek. Now synchronizing music with my other game was a bitch.
Totally, I'd be glad to help, I'm pretty active in this topic too for whenever you have a question.
The key to making the physics look right is to use real physics. There's no distinction between the big collisions when the ball bounces and the hundreds of tiny ones when it is stationary, they both use the same formula. Using a ball makes things a lot easier (no corners, can do collision detection very cheaply), but my engine is not flexible. Also the fact that you don't actually move the ball directly makes the motion more realistic. It's a lot more difficult with a character though, my advice is to try and use generalizations when you can, e.g. think of flat surfaces as just a subset of the set of slopes.
Cheers, thanks for the feedback.
No problem, and good luck with getting the word out for the game

As for physics, perhaps we should start discussing the specifics of our two physics models. Mine can hardly be even labeled as a model in its current state, but it's at least partially functional. How candid are you willing to be of your formulas?

Also, how did you handle the ball rendering itself? Sprite rotation? How easy is it to do sprite rotation in XNA?