wow... that's awesome! The only issue I can see is that the collisions aren't always perfect. What I generally like to do is to have the collider point in the direction of the object its colliding with, take 90 - (that direction), then take the sin and cos of that angle times the magnitude of the velocity (i presume you're using the law of conservation of momentum?), and then set those values equal to the y and x velocities, respectively. Your project is very good; keep up the good work!
(link to project)">(作品链接) < Cave of spikes, an awesome game! if you liked my 50 second dojo you'll L♥O♥V♥E this game!!! game updated, in a few mins/hours there will be a try again button.
Very nice! the lags kind of need to be smoothed out like if you drag it into the side to far it just goes nuts! (this would make an AWESOME scrolling game)
Good! I know how to a glitch, though. (It's how when you launch it slighty to the right or left of the other ball at a direct angle, it just reverses direction.) How you would fix it would be that you would have a multi-colored strip that would act as a collision masking sprite. You would make it so it always pointed twoards the other ball, but stick to the one it was masking. That way, when something collided, It would be able to sense the difference, via color sensing.
Lucario-- I'm currently working on (starting) a version that uses sine and cosine to calculate the collision normals and whatnot for when the balls glance. (This is why I've been trying out projects that generate sine and cosine.) My issue is conserving momentum. And/or kinetic energy. Oh, I'll get around to it when I have time... but don't expect it too-too soon!
Ya there are also some other glitches. if you click and hold (green/blue) and hover it over the (opposite color) ball fast and a lot wiht out letting go, that other ball will move. ALso (this works better if you download it) If you hold any ball and hold it and move it around a lot, then stop still and let go it starts moving. SERIUS, I MOVES IT AROUND A LOT THAN A I MOVED MY MOUSE INTO ONE PLACE AND STOPPED PERNAMENTLY AND LET GO AND IT MOVES AS IF IT CHARGES BY MOVING.
Hey I got an idea. get another ball and add momentum. you know, if they are all beside each other and you hit(other then the middle one) one against the middle one, then one on the other side moves and not the middle one because it transfers energy. Now that would be hard.
I bet he would Paddle2See. But I think the physics are great. Ya, the bouncing physics that you use in your programs are not the best but I mean thye are hard to do it right! But they still look good for naked eye.
Thanks! ...Yeah, a major factor that makes this a little lacking in the Realism Department would be changing the collision factors depending on WHERE the sliders strike each other. It's close enough as is for it to look okay, but I REALLY want to make a version where both kinetic energy is conserved completely AND where the sliders react differently depending on where they collide with one another. (I've never taken a physics course in anything like that, so I'd need to teach myself how to do it.) ...But I'm glad you like it, anyway!
Similar to one of the minigames in Super Mario 64 DS. I'd like to make a game out of this sometime soon. It's a lot of fun to play around with. (Also, the physics aren't PERFECT They're about the closest I could get in about an hour of working on it.)
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this is awesome.
Hey try -5 friction, 200 Blue Size, and 88 Green Size. And hit the green hard. It comes out really funny.
I love it! :D
lolz i make friction -5 and the balls went faster and faster ant then i made blue ball small and green ball disappeared
its fun when you have negative friction. touching something makes you speed up
I just like to fling the balls its super kol!
cool. look at my games awesome =D
awesome game now try my domino animation (link to project)">(作品链接)
Ilove it
wow... that's awesome! The only issue I can see is that the collisions aren't always perfect. What I generally like to do is to have the collider point in the direction of the object its colliding with, take 90 - (that direction), then take the sin and cos of that angle times the magnitude of the velocity (i presume you're using the law of conservation of momentum?), and then set those values equal to the y and x velocities, respectively. Your project is very good; keep up the good work!
I dont get it
(link to project)">(作品链接) < Cave of spikes, an awesome game! if you liked my 50 second dojo you'll L♥O♥V♥E this game!!! game updated, in a few mins/hours there will be a try again button.
It is quite fun! :)
awesome
dat cool dat is
Ace!:)
SWEET GAME! u pwn
Awesome game! Please check out my projects.
Wow, Amazing and awesome! :D
COOL!
You take a whole hour to make these?! Now I know how you make so good math projects.
not too bad
very cool! i doubt i could do something like that!
draw faces on them!!!
Very nice! the lags kind of need to be smoothed out like if you drag it into the side to far it just goes nuts! (this would make an AWESOME scrolling game)
(link to project)">(作品链接)
This is a very neat project. I like it!
wow very clever
If you play my games and leave an honest comment, I will play yours and say "I love It"
very good. Its like iphysics on my iphone.
cool. Play my llama game its cool
wow! thats amazing! please make the shell mario game out of this!
a fun fughting game 2 player (link to project)">(作品链接)
sorry, I feel dumb but... how does it work?!?!?
cool!!
Very realistic!
pretty
(link to project)">(作品链接)
3 words. I LOVE IT!!!!!!!!!!!
Good! I know how to a glitch, though. (It's how when you launch it slighty to the right or left of the other ball at a direct angle, it just reverses direction.) How you would fix it would be that you would have a multi-colored strip that would act as a collision masking sprite. You would make it so it always pointed twoards the other ball, but stick to the one it was masking. That way, when something collided, It would be able to sense the difference, via color sensing.
sweet (link to project)">(作品链接)
So cool! I love it!
lol cool!
hey could check this out and tell me if its good? (link to project)">(作品链接)
cool
thats cool!
Lucario-- I'm currently working on (starting) a version that uses sine and cosine to calculate the collision normals and whatnot for when the balls glance. (This is why I've been trying out projects that generate sine and cosine.) My issue is conserving momentum. And/or kinetic energy. Oh, I'll get around to it when I have time... but don't expect it too-too soon!
Paddle2See-- sure, you may use that part of my code if you'd like, but make sure to give me credit for it!
have u heard of the reply thing that i am using right now?
Ya there are also some other glitches. if you click and hold (green/blue) and hover it over the (opposite color) ball fast and a lot wiht out letting go, that other ball will move. ALso (this works better if you download it) If you hold any ball and hold it and move it around a lot, then stop still and let go it starts moving. SERIUS, I MOVES IT AROUND A LOT THAN A I MOVED MY MOUSE INTO ONE PLACE AND STOPPED PERNAMENTLY AND LET GO AND IT MOVES AS IF IT CHARGES BY MOVING.
Hey I got an idea. get another ball and add momentum. you know, if they are all beside each other and you hit(other then the middle one) one against the middle one, then one on the other side moves and not the middle one because it transfers energy. Now that would be hard.
I bet he would Paddle2See. But I think the physics are great. Ya, the bouncing physics that you use in your programs are not the best but I mean thye are hard to do it right! But they still look good for naked eye.
I love your mouse-velocity sensitive initial slider velocity! Wicked clever! Mind if I borrow it for something I'm working on?
Thanks! ...Yeah, a major factor that makes this a little lacking in the Realism Department would be changing the collision factors depending on WHERE the sliders strike each other. It's close enough as is for it to look okay, but I REALLY want to make a version where both kinetic energy is conserved completely AND where the sliders react differently depending on where they collide with one another. (I've never taken a physics course in anything like that, so I'd need to teach myself how to do it.) ...But I'm glad you like it, anyway!
I agree with Chalkmarrow, the phisics are very close, but it needs a little more work. But it's still very, very good... :)
Good start. The physics are close; if you play with it a bit more it should be what you want.