#147572 - 0xtob - Sun Dec 23, 2007 8:01 pm
Pocket Physics is a physical construction set for the DS. Like in Crayon Physics, you draw objects which then become physical and interact with each other. It uses my DS port of the Box2D library by Erin Catto.
Get it from the project homepage
Feel free to leave any kind of comments here.
Edit: Pocket Physics will be open sourced! If you want to take a look at the source now already, just ask.
Here's a list of features I'm still planning to implement. Features that people suggested and that I think would be interesting are listed under "other". I will not implement them but I hope someone else wants to!
To do:
- changing physical shape attributes
- layers
- changing the gravity with the stylus
- skins
- xml documentation
- duplicating shapes (select objects in rectangle, then copy them)
- moving groups of shapes (in the same way described above)
- uploading to the web
- toggle motion card control on/off during playback
- motors
Maybe:
- rotating shapes
- grid that allows easier drawing
- ropes
- wrapping
- checkpoint button (makes the current positions and rotations of shapes the initial ones)
- sound
- camera pin
- zooming
- child mode (no controls, only move tool)
- folders
- objects leave traces (optional)
- slow motion/stepwise simulation
- colors
- configurable paper size
- elements (like pistons) controllable via buttons for making e.g. pinball games
Other:
- portals
- level system (like the star in Crayon Physics)
- straight line tool
- filled objects
- undo/redo
- snapping objects when moving them
- springs/balloons/anti-gravity fields/cats/ragdolls/bombs (a while object libraray like in "The incredible machine" would be cool!)
- fans that blow when you blow into the mic
- cannons that shoots objects in a certain direction
- breakable objects
- export to image sequence (for making videos)
- iPhysics compatibility
- collaboration using liblobby
- grouping/ungrouping of objects
- Rails
- Motion damping/enhacing areas
Known Bugs:
- simulation speed varies
- joints freak out if under heavy stress
- on some cards, the drawing sound keeps playing after the pen is lifted
- on supercard lite, saving is unreliable (due to the screenshot) use the nothumb version
- weird pin behavior when pinning things in pause mode
- pin centering does not exactly center the pins
Last edited by 0xtob on Sun Jan 10, 2010 4:45 pm; edited 31 times in total
#147575 - Devil_Spawn - Sun Dec 23, 2007 9:43 pm
thats looks awesome, crayon physics was great
edit: played it for a bit, and it runs beautifully, but, it would be better with a level editor that you could save to(and make challenges), however the screen space might be a little low for that
#147577 - Programix - Sun Dec 23, 2007 9:58 pm
Realy great game! Would be good some kind of scrolling 'couse ds's screen is bit small. Yes, and i find one small bug. I try to draw 8, and it didn't fall or move :) but great game
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#147578 - Sir_Voe - Sun Dec 23, 2007 10:08 pm
I usually just lurk here, but I had to log in and let you know I really like this program. Amazing for 2 weeks work IMO, and I'll definitely be watching for updates.
#147580 - nozzy - Sun Dec 23, 2007 10:21 pm
Great work 0xtob as usual. A beautiful porting of the 2d physics.
The possibles are great.
#147582 - GoopyMonkey - Sun Dec 23, 2007 10:38 pm
Wow, this is fantastic. I love these sort of games (e.g. where the player 'makes' the game).
Bugs:
1) When I'm designing a scene, I can only draw so many shapes before the program stops after releasing the stylus from drawing a shape. It carries on playing the drawing sound.
2) The rectangles seem to bounce around on their own. Not a major thing, I know, but one of mine fell over (on straight ground) and knocked over the other dominoes.
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#147584 - fischju - Sun Dec 23, 2007 11:00 pm
Great, played for a bit, but have an issue:
I made a large static circle, and when I draw 1 (or more) small dynamic circles inside of it they immediatly take the shortest route out of it and only interact with the outside...is that supposed to happen?
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#147587 - pas - Mon Dec 24, 2007 12:56 am
Great work !
As a old Incredible Machine fan I need to say: THANK YOU !
Some suggestions:
- include a free hand tool (the drawing thing you included is just a line drawer it seems)
- include level saving / loading support
- perhaps include more types of objects, like bouncing lines and stuff like this so we can do really complicated stuff ?
Bugs I came over:
- sometimes if you have much fun drawing stuff you will come over problems like this: you draw VERY much circles and stuff, and then you press play and the thing locks up
I guess this may be a DS limitation, right ?
- if you draw than it can happen that the thing locks up without a warning (drawing sound continues to play, though)
Thanks again for this wonderful Christmas Present ! I really like your work.
#147592 - Markzilla - Mon Dec 24, 2007 2:10 am
More bugs: If you draw a solid half-pipe (A double layered "U") and a dynamic Pac-man shape, the Pac-man falls straight through the platform. Also, the game freezes up even if the world is consistently deleted.
Also, could you use the song used in Crayon Physics? It is released under the creative commons license.
Also, Sleep Mode.
Anyway, scrolling would make this even better! Keep up the good work!
#147593 - 0xtob - Mon Dec 24, 2007 3:24 am
Hey, thanks a bunch for all the feedback :)
I'm glad that many people enjoying this. I apologize for the bugs, but hey it's a first release.
Here's a list of issues known so far:
- Shapes with self-intersection are not simulated (no clipping, no movement)
- They also cannot be deleted with the delete tool
- The delete tool sometimes deletes the wrong object (problem with overlapping bounding boxes)
- Random freezes
fischju wrote: |
I made a large static circle, and when I draw 1 (or more) small dynamic circles inside of it they immediatly take the shortest route out of it and only interact with the outside...is that supposed to happen? |
You have to think of the objects as solid (although only the outlines are drawn), so this is normal and intended.
Markzilla wrote: |
Also, could you use the song used in Crayon Physics? It is released under the creative commons license. |
Adding mp3 music would either blow up the file size immensely or require the use of DLDI, which would mean extra hassle for the user. But if someone wants to compose some TIM-style XM music, that would be very much welcome :)
Features I'd like to add are:
- Scrolling
- "Pins" for fixing objects to the background (useful for making seesaws)
However, this is just a small toy and I want to keep it that way. (You know I still have this tracker, which is crying for an update :)
If someone wants to pick this up to make it bigger and better, or even make a full game out of it, just drop me a message!
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#147594 - Markzilla - Mon Dec 24, 2007 3:40 am
Ah. Well, could you add something to the top screen? It seems lonely and dejected the way things are.
#147597 - __HBK__ - Mon Dec 24, 2007 4:07 am
suggestions for the scrolling and top screen: why not put a overview on the top screen and scroll on the bottom one?
i haven't tried this yet, but it looks great. keep up the good work.
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#147600 - octatone - Mon Dec 24, 2007 4:31 am
Can't seem to create wheels ...
#147601 - Markzilla - Mon Dec 24, 2007 4:35 am
__HBK__ wrote: |
suggestions for the scrolling and top screen: why not put a overview on the top screen and scroll on the bottom one?
. |
I like this suggestion.
#147614 - pas - Mon Dec 24, 2007 2:33 pm
0xtob: if you could add the features you said, and a save system this would be enough for us ! Nothing more would be needed.
Thanks for your awesome work, and:
Merry Christmas !
#147619 - Rocky5 - Mon Dec 24, 2007 4:32 pm
All i can say is this is great though as some other people said the drawing area need to be a wee bit bigger thats about it oh and saving you that would be good to its mad that you done this its well fun thank you.
and also a grid that you can turn on and off so that we cam make building blocks that are the same size and mibby some joints so that we can make little people and catapult them up into the air lol:)
ps just notist that the game doesnt have sleep mode :(
#147665 - spalnndsstest - Tue Dec 25, 2007 8:06 pm
oh thnks ! it rlz !!!!
i see that project in all the DS news webs i usually look,
by the way, you are the guy who made nitro tracker ?
buttons and window style is 100% the same one.
as you know it freeze too much, dosn't matter in a first relase =)
tiny circles don't look very well
can you add an option to do free lines in the static red objects? if i do a big semi circle, the first and the end point become joined by a stright line themself,
thnks for read and sorry for my bad english level,
#147670 - pas - Tue Dec 25, 2007 10:40 pm
OK, 0xtob:
I found the song used in Crayon Physics and uploaded it here in mp3, and here in raw.
(If I knew a way on how to get it into xm format/style then I would do that, but sadly I'm unable to do that, even with the fabulous Nitrotracker...)
I REALLY hope that you will implement pins (for seesaws like you said), a scrolling system, and a level saving/loading feature to make this baby complete.
Thanks again:
pas
#147680 - spalnndsstest - Wed Dec 26, 2007 1:05 am
could be possible to make the paper bigger?
#147683 - pas - Wed Dec 26, 2007 2:25 am
spalnndsstest: Not in this release, so let's hope that t0bx will perhaps upgrade this nifity tool/toy/physic software with some of our suggestions we already wrote down.
#147716 - STAKED - Wed Dec 26, 2007 10:16 pm
How about adding a "grid" / "snap-to-grid" feature for use when creating squares/rectangles etc to make them easier to line up in the future? Perhaps with a variable sized grid. Or a "rotate" feature for a selected piece and things like that?
Playing around with the Hammer editor for HL2 it seemed like a feature worth including in Pocket Physics. Make it easier to stack up complex structures.
#147721 - pas - Wed Dec 26, 2007 11:36 pm
OK,
Requests:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- on/off switchable grid that allows easier drawing
- pins (for doing pendulums, seesaws, etc.)
- Savesystem (loading/saving of levels)
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- freehand tool for allowing random shaped figures (that don't have to be closed [if possible])
- Have a option to use the Stylus to move objects created. This was part of flash physics which I really liked
- More shape tools such as a square and triangle
- Duplicate object option so you could copy a object and paste it several times. This could be used to create a box wall and then run a ball into it and watch the boxes fly.
- a straight line tool
- a mode that makes objects filled
see here for better explanation:
devil_spawn wrote: |
when you draw a circle or square in pocket physics, the object is 'full' and therefore does not allow anything inside it - it just shoots out, however if you do the same thing with seperate lines, it works fine, and the resulting square is 'hollow' |
-----------------------------------------------------------------------------------
Bugs:
- random crashing over some time (too much objects used ?)
Last edited by pas on Sun Jan 06, 2008 12:01 am; edited 4 times in total
#147877 - sekazi - Sat Dec 29, 2007 5:57 pm
I found this game when looking into Flash Physics and I must say this is a great project you have going. I will be sure to keep an eye out on the progress.
#147881 - automat - Sat Dec 29, 2007 7:43 pm
0xtob all you software plainly rock. got an iphone yet? :P
#147971 - Devil_Spawn - Mon Dec 31, 2007 10:20 am
hollow shapes would be a good feature
#148242 - Sweater Fish Deluxe - Thu Jan 03, 2008 9:45 pm
I love the idea of being able to set a fulcrum to make pendulums or see-saws out of the moving objects. I also think a rubber band tool would be really cool; just a straight line with two anchored points at each side that would stretch when something fell onto it and then snap back sending the object flying out.
With some more tools like that and larger playfields and the ability to save a created environment to show others or share on the Internet, this would definitely be one of the coolest homebrews ever. I haven't even tried out the Motion Card support yet, but that sounds really cool, too.
What a great game.
EDIT: Ah, I just noticed that you released a new version today that has the "pin" tool for creating see-saws and wheels and stuff. Excellent.
...word is bondage...
#148290 - Jim e - Fri Jan 04, 2008 11:45 am
Oh I love the pins! As I type this I'm trying to prove that the over balanced wheel isn't fundamentally flawed in every way. So far not good.
I have an unoriginal idea, blame it on a recent Portal addiction. How bout adding portals that teleport objects from one point of the screen to another perhaps preserving velocity. It could make for some interesting endless animations.
#148310 - pas - Fri Jan 04, 2008 3:48 pm
AWESOME ! I love the pins, even better than I wanted them ^^.
Here is a updated list if you want to implement other stuff, I bolded the stuff that is really important to us (I think you guys agree with me ?)
Requests:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- on/off switchable grid that allows easier drawing
- Portals (See the Portal game for explanation)
- Savesystem (loading/saving of levels)
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- freehand tool for allowing random shaped figures (that don't have to be closed [if possible])
- Have a option to use the Stylus to move objects created.
- More shape tools such as a square and triangle
- Duplicate object option so you could copy a object and paste it several times. This could be used to create a box wall and then run a ball into it and watch the boxes fly.
- a straight line tool
- a mode that makes objects filled
see here for better explanation:
devil_spawn wrote: |
when you draw a circle or square in pocket physics, the object is 'full' and therefore does not allow anything inside it - it just shoots out, however if you do the same thing with seperate lines, it works fine, and the resulting square is 'hollow' |
-----------------------------------------------------------------------------------
Bugs:
-
Fixed Bugs:
- if you place a moveable object in a fixed the movable object behaves strange - works much better, the movable objects now just move out (like they should ?)
- random crashing when drawing much stuff / drawing over the same spot for a long time - seems to work MUCH MORE STABLE now !
- crashing if too much stuff is going on and you continue drawing
- better than before
#148314 - 0xtob - Fri Jan 04, 2008 4:01 pm
Hey!
As you probably noticed, version 0.2 is out!
The main addition are pins that you can use to pin objects to the background or to each other (see the screenshots on the homepage for example uses). Also I tried to eliminate crashes, which are mostly related to integer overflows in my ported physics library. I think the amount of crashes has reduced, but it might just be me.
spalnndsstest wrote: |
can you add an option to do free lines in the static red objects? if i do a big semi circle, the first and the end point become joined by a stright line themself |
Good idea, since this is confusing people a lot and often causes self-intersecting objects which are not treated correctly in the convex decomposition code. automat wrote: |
0xtob all you software plainly rock. got an iphone yet? :P |
Incidentally I don't. Wanna buy me one? :)
Devil_Spawn wrote: |
hollow shapes would be a good feature |
Hmm, what would they be good for?
Jim e wrote: |
Oh I love the pins! As I type this I'm trying to prove that the over balanced wheel isn't fundamentally flawed in every way. So far not good. |
It's actually possible to create perpetuum mobiles since air resistance is not simulated. Just imagine the objects are on a strange paper planet without atmosphere :)
Jim e wrote: |
I have an unoriginal idea, blame it on a recent Portal addiction. How bout adding portals that teleport objects from one point of the screen to another perhaps preserving velocity. It could make for some interesting endless animations. |
I actually thought about this! But then again, people would be disappointed to find out I was lying about the cake.
Thanks to everyone who had ideas for new features and thanks to pas for collecting them! As I said earlier I don't want to work on this project very long (I hope someone is interested in picking it up later). But since the resonance is quite positive (even girls enjoy it!) I might extend my TODO list a little. So I'll just take your list and pick the ideas I like:
TODO:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- loading/saving of levels
- non-closed shapes
- moving shapes with the stylus
- Rubber shapes
- Maybe: Duplicating shapes
- Maybe: on/off switchable grid that allows easier drawing
- Maybe: Export to image sequence (for making videos)
- Maybe, but probably not: Portals
Thanks again for your ideas! Feel free to suggest more, but be aware that I'm picky :)
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Last edited by 0xtob on Wed Jan 09, 2008 2:09 am; edited 3 times in total
#148317 - lolmasta - Fri Jan 04, 2008 4:09 pm
Portals, ey? Seems like there's more people with the Orange Box than I thought :P
Stupidest request:
invisible objects: you can see them when stop, but you can't when played! :P
#148321 - jay001 - Fri Jan 04, 2008 4:18 pm
love what you've done so far 0xtob, great work! hours of play.
as u have decided to do scroll support, this might be a bit awkward to use on its own depending on how it is done; if only scrolling is allowed, viewing everything at the same time might be difficult/impossible. so a (maybe) easy solution would be enabling the top screen to display a zoomed out view of the "paper"?
#148325 - pas - Fri Jan 04, 2008 4:26 pm
lolmasta wrote: |
Portals, ey? Seems like there's more people with the Orange Box than I thought :P
Stupidest request:
invisible objects: you can see them when stop, but you can't when played! :P |
reminds me of that: I connected to objects together, and then I cut the line (but the pins remained), guess what happened ? the objects still where connected even though the weren't (strange, huh ? )
#148329 - jay001 - Fri Jan 04, 2008 4:41 pm
i have just realised that each time i run a simulation, its not always the same result (even though its the same "scene"), pretty much the same result, but slight differences. why is this? shouldnt it run exactly the same each time i press play?
#148332 - 0xtob - Fri Jan 04, 2008 5:08 pm
I'm planning to use the top screen as an overview and the bottom screen for the zoomed-in view. I'm also wondering about the nondeterminism of the simulation. Simulating with a fixed timestep made simulation somewhat less random, but it's still not completely deterministic.
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#148334 - sekazi - Fri Jan 04, 2008 5:18 pm
You could also use the top screen as part of the whole paper, say a quarter. Then you can move around the paper so you are able to draw on that portion.
Then when you hit play you could have a option to follow a specific object or move around the paper to watch the action.
This would make is so you will have a bigger field of view of the paper.
EDIT:
I was not sure if my explanation was clear so here is a picture of what I mean.
http://img299.imageshack.us/img299/6899/nintendodsfg4.jpg
#148337 - sllide - Fri Jan 04, 2008 5:55 pm
the lag of speed when there are lots of objects in screen
is becouse of only 4mb ram
so make a option that uses the ram expansion
or a option that uses free space on flashcards
and objects where a line cross a orther line freeze
is this good spelling? XD
edit:
last thing :p
make a guy that can walk with the cursor keys
aim with the touchscreen
and give him grenades guns and stuff
then u can build a castle and blow it up :D
#148340 - pas - Fri Jan 04, 2008 6:58 pm
sllide wrote: |
the lag of speed when there are lots of objects in screen
is becouse of only 4mb ram
so make a option that uses the ram expansion
or a option that uses free space on flashcards
and objects where a line cross a orther line freeze
is this good spelling? XD
edit:
last thing :p
make a guy that can walk with the cursor keys
aim with the touchscreen
and give him grenades guns and stuff
then u can build a castle and blow it up :D |
hmm.. expoding moving things ? that explode when they touch something and force everything away ? sounds good, but I guess it 'd be the best to first let him finish what he wrote down up there and THEN ask for other stuff.
Oh... and about that Ram expansion... I don't think that'll help much anyway, so 4 MB is max and it is fine for pocket physiks anyways (exept you want to have 100 objects on screen...
#148349 - sekazi - Fri Jan 04, 2008 8:37 pm
Since this is inspired by Crayon Physics shouldnt there be a starting ball and star to collect? Since you will be adding support for saving and loading games this feature would be great so everyone could share levels.
#148350 - KeithE - Fri Jan 04, 2008 8:47 pm
Wow, this is so much fun to play with! Great work so far, and I'm looking forward to the next version.
I love that it has motion card/pak support - thanks very much for that.
Here's an idea:
Allow customization of parameters for every shape (density, friction, elasticity, etc.). You could touch a "customize" button, then touch the shape and a menu with some sliders would come up to allow you to change from defaults.
#148352 - damnet - Fri Jan 04, 2008 9:59 pm
sllide wrote: |
the lag of speed when there are lots of objects in screen
is becouse of only 4mb ram
so make a option that uses the ram expansion
or a option that uses free space on flashcards |
No... actually ram is the least of his problems, the main thing here when dealing with the complex calculations required for physics simulation, is processing power, which the DS is severely lacking, so using external RAM will be pretty much worthless.
sllide wrote: |
make a guy that can walk with the cursor keys
aim with the touchscreen
and give him grenades guns and stuff
then u can build a castle and blow it up :D |
I won't even comment on that....
#148402 - Jim e - Sat Jan 05, 2008 1:07 pm
hmmm...yeah that grenade thing is basically a completely different game.
How bout something that accelerates objects passing though, like those speed up arrows in racing games.
Or just about anything to satisfy my rube goldberg machine fetish. Springs, tethers, canons, Mentos and Pepsi, anything really.
While I love pocket physics I'm kinda wonder how the box2d lib would stand up in a high speed game, even if used sparingly. Does it have support for simpler grid aligned based map collisions? Sorry I haven't actually checked the libs source out yet. But it's some I'd like wrestle with later on.
#148403 - Ferrie - Sat Jan 05, 2008 1:09 pm
Is there someone who knows how to make a Perpetuum Mobile in PP ?
#148418 - pas - Sat Jan 05, 2008 3:33 pm
Ferrie wrote: |
Is there someone who knows how to make a Perpetuum Mobile in PP ? |
uhm this game uses similar physiks to the real world so it isn't possible, except you want to show me to make on in the real world, good luck proving that one ^^.
#148428 - jay001 - Sat Jan 05, 2008 4:29 pm
Quote: |
Is there someone who knows how to make a Perpetuum Mobile in PP ? |
i dunno if this counts, but if u make a cross with a (ever so slightly) off centre pin, it will spin continuously. if unsuccessful on the first go, keep trying, it definatly can be done. ive done it numerous times to test this out.
#148432 - Ferrie - Sat Jan 05, 2008 5:47 pm
I know it is based on real life physics (although it would be cool to change the gravity to another number than earth's 0.9) but what i also noticed was that sometimes (like with the cross example) things keep moving for a long time... That's why i asked, because maybe someone allready build something that kept going :) It would be cool to try and see how long it went on-and-on-and-on...
#148436 - eric b - Sat Jan 05, 2008 6:26 pm
Pocket Physics is great! Thank you for creating (and updating) it!
#148439 - sekazi - Sat Jan 05, 2008 7:50 pm
It is getting closer to Crayon Physics Deluxe. Here some levels I created trying to copy of the ones from the video of Crayon Physics Deluxe.
http://img260.imageshack.us/img260/5325/image1ar2.jpg
http://img260.imageshack.us/img260/4396/image2ww0.jpg
#148443 - Rocky5 - Sat Jan 05, 2008 8:31 pm
#148449 - Ferrie - Sat Jan 05, 2008 10:08 pm
The last one really deserves an Oscar! Great work!
#148453 - Rocky5 - Sat Jan 05, 2008 11:30 pm
Thank you this is a great game i love it only problem is no saving :( then i could share or even enhance the ones i alread made rather than having to redo them all though on the up side the pins are great as you can see in the video you can have some fun with them :D
these are some stuff i think would make it even better
1. Saving and loading
2. Grid - for lining up stacks of objects makes it alot easier
3. Undo and redo function as i have deleted some stuff i dint want to
4. The area that you can work with make it a little bigger doesnt need to be huge but a little bigger would be nice.
5. An option to toggle the pin sprite as this does rune the videos :(
6. A snap tool for snaping object together but when you play back the objects explode this would be great as making breakable objects is a pain
all these and i would be very happy or any enhances i will still be happy :D
#148455 - pas - Sun Jan 06, 2008 12:10 am
Update to the list (I made the new one's italic so you can easily see them):
+
Please, I think 0xtob is pleased with our ideas, but I guess having a clean thread with Ideas that DON'T REPEAT over and over again would be good, so why not take the time and read this request / bug list before posting ? (Even posting could be prevented, you would have just to send me a pm and I'll include it in the list if it isn't already)
Requests:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- on/off switchable grid that allows easier drawing
- Savesystem (loading/saving of levels)
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- freehand tool for allowing random shaped figures (that don't have to be closed [if possible])
- Have a option to use the Stylus to move objects created. This was part of flash physics which I really liked
- More shape tools such as a square and triangle
- Duplicate object option so you could copy a object and paste it several times. This could be used to create a box wall and then run a ball into it and watch the boxes fly.
- a straight line tool
- a mode that makes objects filled
see here for better explanation:
devil_spawn wrote: |
when you draw a circle or square in pocket physics, the object is 'full' and therefore does not allow anything inside it - it just shoots out, however if you do the same thing with seperate lines, it works fine, and the resulting square is 'hollow' |
- gravity change (moon and zero gravity ? Or even a scala with - and + ?)
- object attribut change (making them bouncy, breaking on touch with other objects, self moving, woody, stony or anything else would be cool, but I guess to hard to include ?)
- undo redo (I think 10 levels would reach completly, but I also think this one would be quite impossible except if you could use a file on the card for this)
- A option to toggel the pin so you don't have to delete the whole object to move/ change it
- A snap tool for snaping object together but when you play back the objects explode this would be great as making breakable objects is a pain
-----------------------------------------------------------------------------------
Bugs:
- random crashing over some time (too much objects used ?)
I made the new one's bold so you can easily see them
_________________
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Last edited by pas on Sun Jan 06, 2008 4:58 pm; edited 3 times in total
#148456 - CurlyCarlos - Sun Jan 06, 2008 12:37 am
I know there's a lot of messages on this thread, but I really want to say thank you to you 0xtob and every homebrew developer for putting time and effort into fun and entertaining pieces of software. This app is already some of the best I've ever seen on the DS, and while I know this is intended to be a toy, with a few upgrades it could be even more incredible.
I also know that there's tons of messages on here that talk about feature requests and bugs, but I welcome the idea of panning/scrolling and save support. A slight speed upgrade when playing with lots of shapes would help considerably, too. Thanks again for developing this!
#148475 - Jim e - Sun Jan 06, 2008 5:28 am
How about a hand tool? Something that lets you grab an object and move it around whether its in play or pause mode. I'm thinking something like putting a pin on an object, and having the object move with the pin, That would allow you to twist and turn it or hit against another object like a wrecking ball. Or if you grab the background, then just pan over the paper.
I still can't get a useful amount of work from just gravity. Even pendulums seem to loose some energy. Friction? Loss of precision? Funky collision?
#148485 - Devil_Spawn - Sun Jan 06, 2008 10:19 am
0xtob wrote: |
Devil_Spawn wrote: | hollow shapes would be a good feature |
Hmm, what would they be good for?
|
mostly just time saving, it would allow you to draw a box around the entire area instead of 4 lines, or drawing a curved shape in the freehand tool and allowing things to roll inside it easily
sllide wrote: |
make a guy that can walk with the cursor keys
aim with the touchscreen
and give him grenades guns and stuff
then u can build a castle and blow it up :D
|
OMG this MUST be done!
#148495 - sllide - Sun Jan 06, 2008 11:57 am
#148511 - pas - Sun Jan 06, 2008 4:59 pm
Update to the list (I made the new one's italic so you can easily see them)[Just PM me for further additions]:
Requests:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- on/off switchable grid that allows easier drawing
- Savesystem (loading/saving of levels)
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- freehand tool for allowing random shaped figures (that don't have to be closed [if possible])
- Have a option to use the Stylus to move objects created. This was part of flash physics which I really liked
- More shape tools such as a square and triangle
- Duplicate object option so you could copy a object and paste it several times. This could be used to create a box wall and then run a ball into it and watch the boxes fly.
- a straight line tool
- a mode that makes objects filled
see here for better explanation:
devil_spawn wrote: |
when you draw a circle or square in pocket physics, the object is 'full' and therefore does not allow anything inside it - it just shoots out, however if you do the same thing with seperate lines, it works fine, and the resulting square is 'hollow' |
- gravity change (moon and zero gravity ? Or even a scala with - and + ?)
- object attribut change (making them bouncy, breaking on touch with other objects, self moving, woody, stony or anything else would be cool, but I guess to hard to include ?)
- undo redo (I think 10 levels would reach completly, but I also think this one would be quite impossible except if you could use a file on the card for this)
- A option to toggel the pin so you don't have to delete the whole object to move/ change it
- A snap tool for snaping object together but when you play back the objects explode this would be great as making breakable objects is a pain
- a button which will allow you to use some sort of Auto center Pin, which automaticly snaps to the direct center of any shape (or at least the default shapes like rectangle circle etc.)
(NO MORE OFF-BALANCED WHEELS!)
- rope.
- zoomable bottom screen, not just a (always) zoomed in view.
-----------------------------------------------------------------------------------
Bugs:
- random crashing over some time (too much objects used ?)
- when there is nothing on the screen and play is pressed, it crashes.
- if a pin is put staright into a RED (unmovable) shape, it crashes.
_________________
Starcraft DS ?
#148632 - gundark - Tue Jan 08, 2008 1:50 am
The addition of pins absolutely shot the creativity factor into hyperspace!
Your first release had me hooked but this is insane.
Thank you so much for this as it has been eating up all of my idle time. I'll even sit there when I can't play and formulate plans to try the next time I can.
While we wait for the next version, i've discovered a good way to introduce kinetic elasticity is to double pin the piece you want to act as a spring.
Here are a couple interesting results that have amused me.
http://www.youtube.com/watch?v=ExcJimnfOlo
Berzerk Bot
http://www.youtube.com/watch?v=N_j9y_fCDNM
Retarded Catapult
All of the requests are excellent suggestions, Brush thickness control would be a nice feature. However, I suppose with an expanded canvas/zoom feature that would be a negligible addition.
If it's at all possible, an expanded ram via slot 2 feature would be ultimate. I suppose you might need it for some of the other features anyway huh?
Love your brew dude, please.. keep it up.
#148652 - OSW - Tue Jan 08, 2008 8:27 am
Loving it :)
I think I found a bug: It freezes if you press the play button while nothing has been drawn on the screen.
#148656 - gundark - Tue Jan 08, 2008 11:11 am
Ok, here's a glitch I found that makes my kinetic hyper springs transport things into some alternate crayola dimension.
http://www.youtube.com/watch?v=sYaZy-z9rsc
Pocket Physics Freakout
It would be less likely to freakout if I deleted or changed some of the secondary elements as seen below with the same arm and a different target...
http://www.youtube.com/watch?v=A4KdCfsiQfY
Decapitation Via Poor Depth Perception
I suppose when elements are forced to intersect without allowing them force themselves apart some sort of endless loop is pushing the gravity out of whack. Kind of like a virtual blackhole of sorts...
#148659 - pas - Tue Jan 08, 2008 1:31 pm
maybe self moving objects can be done after all ^^ ? Cool vids :)
_________________
Starcraft DS ?
#148768 - Rocky5 - Thu Jan 10, 2008 2:23 am
Ok found to major bugs :(
1. If you create a red object and try to attach a pin to it the ds crashes :(
2. If you draw with the pen tool say you scribble doesn't become a solid object others pass straight through and also if its blue same thing just floats there.
here is a short video of the two bugs. YouTube Video
#148777 - OSW - Thu Jan 10, 2008 5:42 am
wow gundark, impressive vids.
can't believe you got it to do something so awesome.
#148787 - woodbin - Thu Jan 10, 2008 7:13 am
Hi i have some ideas for this fantastic app (you rock, 0xtob!!!!!:)
-Rope tool
-Spring Tool
-that portal idea is great but it would be very, very hard to create imo (i am programing in GM)
-Breakable objects!!!!!! for example you'll do a "Window (s :))" and catapult a ball into it. And the window will be smashed to small moving things (to blue objects)
-Hand tool - you could "kick" objects with it, you can pick up object with it
Bye!
sry for my bad english im not eng :)
_________________
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DS+M3Real owner!!!
Homo sapiens otakus nipponus :)
#148792 - Jim e - Thu Jan 10, 2008 8:57 am
woodbin wrote: |
Hi i have some ideas for this fantastic app (you rock, 0xtob!!!!!:)
-Rope tool
-Spring Tool
-that portal idea is great but it would be very, very hard to create imo (i am programing in GM)
-Breakable objects!!!!!! for example you'll do a "Window (s :))" and catapult a ball into it. And the window will be smashed to small moving things (to blue objects)
-Hand tool - you could "kick" objects with it, you can pick up object with it
Bye!
sry for my bad english im not eng :) |
The portal tool kinda depends on what type of portal it would be. If it was just instantaneously transporting(more like a teleporter) it would be fairly trivial, just translating the coordinates and setting some flags about its status. However if mimicked like the game portal, where an object could peak through...well that raises a bunch of complications. I doubt that this could handle such complex collisions when theres already trouble with objects overlapping. I don't even want to know what would happen if an object would collide with itself. :)
Heres a dumb idea, a balloon! Pulls up with a certain amount of force. Possible poppable.
#148799 - svenhenrik - Thu Jan 10, 2008 11:49 am
Excellent homebrew! Thanks a lot, love it.
I know there are a lot of suggestions, and many of them are probably better than mine, but I can't keep quiet. My thoughts:
It seems like objects are alive even when they've fallen off the screen. If I create a lot of balls that all fall off the screen, the simulation eventually slows down. They can't influence anything and I can't see them, might as well delete them. If I'm right that is, maybe you're already doing this and the slowdown is from something else :)
Add impulse force. When no tool is selected, a click with the stylus on an object could add an impulse force to the closest edge, parallell to the normal of that edge. The force could be proportional to pressure, but that might require a calibration mode aswell like in Colors!.
#148804 - pas - Thu Jan 10, 2008 1:38 pm
Please inform me, 0xtob if this list grows to big to handle, ok ?
Update to the list (I made the new one's italic so you can easily see them)[Just PM me for further additions]:
Requests:
- bigger paper (scroll support, 4x the size of the touchscreen would totally reach)
- on/off switchable grid that allows easier drawing
- Savesystem (loading/saving of levels)
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- freehand tool for allowing random shaped figures (that don't have to be closed [if possible])
- Have a option to use the Stylus to move objects created. This was part of flash physics which I really liked
- More shape tools such as a square and triangle
- Duplicate object option so you could copy a object and paste it several times. This could be used to create a box wall and then run a ball into it and watch the boxes fly.
- a straight line tool
- a mode that makes objects filled
see here for better explanation:
devil_spawn wrote: |
when you draw a circle or square in pocket physics, the object is 'full' and therefore does not allow anything inside it - it just shoots out, however if you do the same thing with seperate lines, it works fine, and the resulting square is 'hollow' |
- gravity change (moon and zero gravity ? Or even a scala with - and + ?)
- object attribut change (making them bouncy, breaking on touch with other objects, self moving, woody, stony or anything else would be cool, but I guess to hard to include ?)
- undo redo (I think 10 levels would reach completly, but I also think this one would be quite impossible except if you could use a file on the card for this)
- A option to toggel the pin so you don't have to delete the whole object to move/ change it
- A snap tool for snaping object together but when you play back the objects explode this would be great as making breakable objects is a pain
- a button which will allow you to use some sort of Auto center Pin, which automaticly snaps to the direct center of any shape (or at least the default shapes like rectangle circle etc.)
(NO MORE OFF-BALANCED WHEELS!)
- rope.
- zoomable bottom screen, not just a (always) zoomed in view.
-Spring Tool
-Breakable objects!!!!!! for example you'll do a "Window (s :))" and catapult a ball into it. And the window will be smashed to small moving things (to blue objects)
-Hand tool - you could "kick" objects with it, you can pick up object with it
-----------------------------------------------------------------------------------
Bugs:
- random crashing over some time (too much objects used ?)
- when there is nothing on the screen and play is pressed, it crashes.
- if a pin is put staright into a RED (unmovable) shape, it crashes.
_________________
Starcraft DS ?
#149086 - 0xtob - Tue Jan 15, 2008 1:44 am
sekazi wrote: |
You could also use the top screen as part of the whole paper, say a quarter. Then you can move around the paper so you are able to draw on that portion. |
That would also be a possibility for having a larger playing area. I'll think about it.
sllide wrote: |
the lag of speed when there are lots of objects in screen
is becouse of only 4mb ram
so make a option that uses the ram expansion
or a option that uses free space on flashcards
...
make a guy that can walk with the cursor keys
aim with the touchscreen
and give him grenades guns and stuff
then u can build a castle and blow it up :D |
Well, feel free to implement it when I release the source :) Also, memory is not the limiting factor, the CPU is.
sekazi wrote: |
Since this is inspired by Crayon Physics shouldnt there be a starting ball and star to collect? Since you will be adding support for saving and loading games this feature would be great so everyone could share levels. |
Being inspired by something doesn't mean it has to be a clone, does it? :) I really want to keep the concept the way it is. It won't be hard to add a star and a level system, so feel free to add that when the source is released.
KeithE wrote: |
Wow, this is so much fun to play with! Great work so far, and I'm looking forward to the next version.
I love that it has motion card/pak support - thanks very much for that.
Here's an idea:
Allow customization of parameters for every shape (density, friction, elasticity, etc.). You could touch a "customize" button, then touch the shape and a menu with some sliders would come up to allow you to change from defaults. |
Well, thank you for making the excellent motion card! Custom physical properties would definitely be cool! I'll add it to my todo list.
Jim e wrote: |
How bout something that accelerates objects passing though, like those speed up arrows in racing games.
Or just about anything to satisfy my rube goldberg machine fetish. Springs, tethers, canons, Mentos and Pepsi, anything really.
While I love pocket physics I'm kinda wonder how the box2d lib would stand up in a high speed game, even if used sparingly. Does it have support for simpler grid aligned based map collisions? |
I guess I'll stick with the objects that are there now, since I have to draw the line somewhere, but maybe you want to add them? I'm sorry I don't quite understand what you mean by "simpler grid aligned based map collisions". Could you explain that?
eric b wrote: |
Pocket Physics is great! Thank you for creating (and updating) it! |
Thanks or joining the forum just to tell me that :)
Really great video, and nice work on these ragdoll scenes!
pas wrote: |
Please, I think 0xtob is pleased with our ideas, but I guess having a clean thread with Ideas that DON'T REPEAT over and over again would be good |
You're right, so I think moving the list to the first post in this thread would be a good idea so the updates don't fill up the thread so much.
gundark wrote: |
While we wait for the next version, i've discovered a good way to introduce kinetic elasticity is to double pin the piece you want to act as a spring. |
Nice finding! Springs are really fun! Actually this seems to be a bug of Box2D because objects should be completely fixed with two pins. OSW wrote: |
I think I found a bug: It freezes if you press the play button while nothing has been drawn on the screen. |
Indeed! Thanks for pointing that out!
gundark wrote: |
I suppose when elements are forced to intersect without allowing them force themselves apart some sort of endless loop is pushing the gravity out of whack. |
Interesting! That's another bug of Box2D then. The author of Box2D is just working on version 2.0 of his library, so I'll wait until that is finished and only submit these reports if the issues are still there.
Rocky5 wrote: |
Ok found to major bugs :(
1. If you create a red object and try to attach a pin to it the ds crashes :(
2. If you draw with the pen tool say you scribble doesn't become a solid object others pass straight through and also if its blue same thing just floats there. |
Thanks! The first one will be fixed in the next version, I'm not so sure about the second one because the code I'm using to decompose drawn objects into convex polygons is still under development by another Box2D user. He has promised more robustness though. woodbin wrote: |
Hi i have some ideas for this fantastic app (you rock, 0xtob!!!!!:)
-Rope tool
-Spring Tool
-that portal idea is great but it would be very, very hard to create imo (i am programing in GM)
-Breakable objects!!!!!! for example you'll do a "Window (s :))" and catapult a ball into it. And the window will be smashed to small moving things (to blue objects)
-Hand tool - you could "kick" objects with it, you can pick up object with it |
As I said, I won't be adding any more objects. Breakable objects are not supported by Box2D and I think it would be rather hard to implement them. But I'm planning to implement moving of objects with the stylus, which would also work during simulation.
svenhenrik wrote: |
It seems like objects are alive even when they've fallen off the screen. If I create a lot of balls that all fall off the screen, the simulation eventually slows down. They can't influence anything and I can't see them, might as well delete them. If I'm right that is, maybe you're already doing this and the slowdown is from something else :)
Add impulse force. When no tool is selected, a click with the stylus on an object could add an impulse force to the closest edge, parallell to the normal of that edge. The force could be proportional to pressure, but that might require a calibration mode aswell like in Colors!. |
Normally, Box2D checks if an object moves out of the world's bounds and freezes it. I'm not sure why frozen objects still sometimes slow down the simulation. About the force idea, I think it would be more intuitive to "throw" objects with the stylus, what do you think?
Thank you all for your great ideas, bug reports, videos and support! As I said earlier, I cannot implement everything that was suggested, even though there were some pretty great ideas; but I just want to finish what I started and then release the source code so the other cool stuff will hopefully be added by someone else. If someone can't wait until that, I'll give you the source on request.
The to do list that was maintained and updated by pas (thanks for that!) is now in the first posting in this thread. I split it into "to do", "maybe" and "other", where "other" means things that would be cool but that I will leave to someone else to implement.
_________________
http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#149106 - pas - Tue Jan 15, 2008 2:39 pm
Ok, thanks for taking your time again ^^. We'll wait from now on (I guess we should stop suggesting from now on except for bug stuff because anything will get out of borders if we continue!)
_________________
Starcraft DS ?
#149113 - 0xtob - Tue Jan 15, 2008 4:15 pm
No, let's continue to collect ideas here. I probably won't extend my to do list any further, but if someone picks up the project he might get some inspiration from the idea list and they might get implemented after all :)
_________________
http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#149132 - TheYak - Tue Jan 15, 2008 8:30 pm
Just wanted to say thanks for the app. Couldn't get my girlfriend into any homebrew apps, she generally prefers crappy shovelware DS games. After looking at my DS and asking what I was doing, she ended up playing around with PocketPhysics for around 5 hours, summoning me every 15 minutes (like a kid) to see her latest masterpiece.
To offer a quote from a non-technical, casual-gaming source, "I don't know why I like it. It's just really cool because things really work instead of faking it like games do".
Between this and Nitrotracker, you're quite the formidable dev.
_________________
DSL Onyx w/ R4 & 1GB Kingston SD. FlashMe'd v.7
#149137 - pas - Tue Jan 15, 2008 10:04 pm
0xtob wrote: |
No, let's continue to collect ideas here. I probably won't extend my to do list any further, but if someone picks up the project he might get some inspiration from the idea list and they might get implemented after all :) |
Well, I guess after you implemented your Todo list and put out the more functional source I guess: you are right, someone might pick it up (like they did with licks ipod mediaplayer and DS2Win).
OK, guys, Ideas !?
_________________
Starcraft DS ?
#149233 - Sweater Fish Deluxe - Thu Jan 17, 2008 12:59 am
After a marathon session last night, I have two more suggestions for whoever cares:
-toggle motion card control on/off during playback
-delete pins without deleting the object they're pinned through
I certainly hope someone picks up the source after 0xtob gives it up. If developed further, Pocket Physics could be reason enough to own a DS just on its own, let alone owning a flash cart if you already have a DS.
...word is bondage...
#149234 - 0xtob - Thu Jan 17, 2008 1:13 am
TheYak: Hey thanks! And nice quote indeed :)
Sweater Fish Deluxe: Thanks, I added those to the list. Deleting pins will be tricky though.
Current status: kavaler ported box2d 2.0 (unstable) to fixed point and I'm trying to move to that version now. I'm having funny bugs with it though, so I'm not sure if I'll keep it or wait for the stable version. Also, I'm happy that Erin Catto, the author of Box2D, has agreed to include our fixed point patch into Box2D once he's finished with 2.0!
_________________
http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#149261 - svenhenrik - Thu Jan 17, 2008 11:54 am
Quote: |
About the force idea, I think it would be more intuitive to "throw" objects with the stylus, what do you think? |
Absolutely, that would be better.
#149268 - Jim e - Thu Jan 17, 2008 3:44 pm
0xtob wrote: |
TheYak: Hey thanks! And nice quote indeed :)
Sweater Fish Deluxe: Thanks, I added those to the list. Deleting pins will be tricky though.
Current status: kavaler ported box2d 2.0 (unstable) to fixed point and I'm trying to move to that version now. I'm having funny bugs with it though, so I'm not sure if I'll keep it or wait for the stable version. Also, I'm happy that Erin Catto, the author of Box2D, has agreed to include our fixed point patch into Box2D once he's finished with 2.0! |
What kind of fixed point is it, 20.12? Wait, all the math was float till now?? So what kind of speed bump would we see?
#149295 - 0xtob - Fri Jan 18, 2008 12:12 am
You misunderstood something: It was fixed point before but I'm using a newer version of Box2D now. I'm using 16.16 fixed point.
_________________
http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#149297 - MechaBouncer - Fri Jan 18, 2008 12:45 am
I finally tried this out today and must say I'm so glad that you decided to do this. When I saw Crayon Physics, I wanted it so badly on the DS. And even though I was only able to spend a few minutes with Pocket Physics, I know I could spend hours playing around with it. Many thanks!
I did happen to find an intermittent bug, though. It seems to happen when you close the lid. Sometimes it'll work fine. Other times it will freeze when it tries to resume. It does this whether it is playing the animation or not. At first I thought it was just when it was animating the action, but it seems to be more random now.
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#149336 - Rocky5 - Fri Jan 18, 2008 5:22 pm
I have uploaded aload of videos of testing stuff you can do with pocket physics to my blog so feel free to check them out.
My Blog
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
Last edited by Rocky5 on Sat Jan 19, 2008 10:22 am; edited 1 time in total
#149338 - euqiddis - Fri Jan 18, 2008 6:01 pm
nice videos rocky.
#149360 - JLsoft - Sat Jan 19, 2008 1:17 am
The Diving Board test is awesome :D
#149551 - 0xtob - Mon Jan 21, 2008 10:32 pm
MechaBouncer: Thanks for the report! I'll look into it.
Rocky5: Cooool! Nice videos! Looking forward to the tutorials :)
Little update: 0.3 is close to finished. Scrolling is there and working really nicely! I'm still undecided about the size of the world though. 3x3 screen sizes is nice and big, but you kind of feel lost sometimes, so I might as well go for 2x2. Also, the beginning and end of lines are not connected automatically any more.
_________________
http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#149553 - MechaBouncer - Mon Jan 21, 2008 10:50 pm
When you increase the world size, are you planning to implement a zoom tool to zoom out to see the full screen in action? I can imagine zooming in to setup the finer details, but zooming out to watch the whole thing unfold. And if that's the case, it would seem like 2x world size would be like the max you would want because I would think that it would be really difficult to see everything otherwise.
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#149556 - Rocky5 - Mon Jan 21, 2008 11:02 pm
Thanks 0xtob though in the next release will there be saving and loading?
If not then its cool am still looking forward to it cant wait keep up the good work and thanks again.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149559 - 0xtob - Mon Jan 21, 2008 11:19 pm
MechaBouncer: I initially wanted to display the whole scene on the top screen and the zoomed in view on the bottom. I'm still having difficulties with the dual screen setup; it works fine for few objects, but starts flickering horribly with lots of objects. If I can not find a fix for this, I'll stick with one screen and add zooming instead.
Rocky5: Saving and loading won't be in the next version, I'm still thinking about how to implement it best, i.e. how to make it easy and hassle-free. I think I'll use a slots system like in Colors.
_________________
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#149588 - pas - Tue Jan 22, 2008 3:58 pm
Always good to see this project continued !
the slots system sounds good ! How much slots could be done ? Infinite ?
Btw: I dualscreens really are that big problem I guess zooming one one screen would work out good ( using the shoulder buttons for this perhaps ?)
_________________
Starcraft DS ?
#149591 - 0xtob - Tue Jan 22, 2008 4:53 pm
Another update: I got dual screen working reliably! I'll just do some more optimizations to Box2D and then release the new version.
_________________
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#149594 - Rocky5 - Tue Jan 22, 2008 5:44 pm
ooo I cant wait thanks again for this app (game)
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149601 - woodbin - Tue Jan 22, 2008 7:09 pm
ooo i can't wait,too! So the scrolling will be at normal speed?
_________________
Red dwarf and Futurama Fan!!!!
DS+M3Real owner!!!
Homo sapiens otakus nipponus :)
#149610 - jay001 - Tue Jan 22, 2008 7:55 pm
when i checked this thread this morning i was quite dissapointed to hear that dual screen was about to be abandoned.
BUT YOU SAVED THE DAY!
cant wait!
#149622 - octatone - Tue Jan 22, 2008 9:06 pm
*BITING MY NAILS IN ANTICIPATION*
#149624 - Rocky5 - Tue Jan 22, 2008 9:16 pm
I know how you feel lol i keep checking this page every 30mins hoping it out.
Oxtob if your there will it be tonight or tomorrow or another day the new version will be out.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149659 - CurlyCarlos - Wed Jan 23, 2008 3:30 pm
Happy one month anniversary, everyone! One month ago, the first version of Pocket Physics was released. It's already become well-known on several sites, and just in general works really well.
_________________
Hmm?
#149678 - woodbin - Wed Jan 23, 2008 7:51 pm
Im checking this page every 15 minutes when i am at PC! I really really can't wait for the new ver!
_________________
Red dwarf and Futurama Fan!!!!
DS+M3Real owner!!!
Homo sapiens otakus nipponus :)
#149835 - Rocky5 - Fri Jan 25, 2008 9:32 pm
Sorry to post again but is there any news on version 3 as i really cant wait i want looking forward to it :)
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149905 - 0xtob - Sat Jan 26, 2008 7:47 pm
Relax, people :) 0.3 is under way, but I'm still struggling with some bugs. I would say it's nearly finished, but you never know how long it takes to chase and fix a bug.
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#149907 - jay001 - Sat Jan 26, 2008 9:32 pm
lol, there was a lot of hype about the new updates, everyone is proper excited about this next release.
#149946 - 0xtob - Sun Jan 27, 2008 9:11 pm
After quite some struggle with numerical problems, I'm happy to announce: Pocket Physics v0.3 is out!
Get it from the project homepage!
Thank you everyone for your ideas, support, videos, etc! Those have increased my motivation a lot!
So, tell me what you think about the new features!
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#149947 - jay001 - Sun Jan 27, 2008 9:24 pm
the link for the zip is old, still 0.2 :( i think i might cry
#149948 - 0xtob - Sun Jan 27, 2008 9:34 pm
#149951 - Rocky5 - Sun Jan 27, 2008 9:51 pm
I thank you again love it.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149952 - jay001 - Sun Jan 27, 2008 10:05 pm
thanks 0xtob, i was hoping dual screen would be as good as i expected, and it is! great work. i was also hoping that u would have it so u can make an object larger than the screen (by holding down the stylus and moving the zoomed area)
keep up the good work.
#149954 - euqiddis - Sun Jan 27, 2008 10:33 pm
thanks for the new version 0xtob, just a few things, when i try and launch the app i get a white screen, however when i use dsorganize, it works... im using a ninjapass x9. also i created a blue objext and when i tried to clear the screen (destroy the world, it crashed ) but no it wokrs okay.
#149955 - Rocky5 - Sun Jan 27, 2008 10:41 pm
Ok this new version has crashed twice in a row now when i try to create this [Images not permitted - Click here to view it]
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#149959 - 0xtob - Mon Jan 28, 2008 12:02 am
It seems the crash is caused by a problem with the DS's hardware division. I have uploaded a version that uses slow (but more stable) software division. Unfortunately this introduces some flickering on the top screen, but that's better than the crashes.
So, if you downloaded v0.3, please download it again.
Edit: Another sneak update: While playing around I found a crash that occurs sometimes when stop is pressed. This is fixed now.
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#149962 - CurlyCarlos - Mon Jan 28, 2008 4:31 am
I got a little video out:
http://www.youtube.com/watch?v=Zw0x0A400j4
I'm probably going to do some more...
_________________
Hmm?
#149965 - CurlyCarlos - Mon Jan 28, 2008 5:29 am
Alright, I made two more:
http://youtube.com/watch?v=PTITc_G_r-Q
I always liked making hammers to hit balls or cars in the older versions, so I made a simple "golf" course.
http://youtube.com/watch?v=mQ521Q8uHT0
This one's a bit choppy, but it was another course that I made and I felt like showing it.
And great work, 0xtob! I can't tell you how great this update was. I haven't had a crash yet, so the stability is fantastic. The speed is also really nice.
_________________
Hmm?
#149966 - woodbin - Mon Jan 28, 2008 6:37 am
Yay! Great work 0xtob!
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#149992 - CurlyCarlos - Mon Jan 28, 2008 5:20 pm
0xtob, looks like I ran into a glitch. I was making a long pipe with a lot of lines:
http://youtube.com/watch?v=GyCA0Ph0IfU
And the ball just stopped at an invisible wall. As I say in the info, I tried re-drawing the lines but the ball would stop in the same place. Do you know why this happens?
New Video:
http://youtube.com/watch?v=NzPKeuNyAOg
Godzilla like monster gets taken down.
_________________
Hmm?
#150001 - pas - Mon Jan 28, 2008 6:59 pm
CurlyCarlos wrote: |
And the ball just stopped at an invisible wall. |
This happens if you have too many objects on screen, it doesn't draw them, but they still exist (I for example some circles ok... MUCH cirlces and after that I drew a red line, which couldn't be seen, but the cirlces still interacted as if it would be there.
oh, and: GREAT WORK ! I really love it ^^ the waiting was worth it for sure !
_________________
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#150004 - Devil_Spawn - Mon Jan 28, 2008 7:40 pm
This reminds me alot of the homebrew game rubber bands (incase none of you guys have tried it, check it out)
#150007 - jay001 - Mon Jan 28, 2008 8:10 pm
Devil_Spawn wrote: |
This reminds me alot of the homebrew game rubber bands (incase none of you guys have tried it, check it out) |
i completely forgot about this, tried it out in its early days, quite buggy but very fun.
pocket physics is THE DADDY right now, maybe springs(or rubber bands) could be implimented in some way?...
#150013 - JLsoft - Mon Jan 28, 2008 10:09 pm
I noticed a weird behavior in 0.3, and I don't know if it's a problem in the base physics calculations, or if it has to do with how the primitives are made now...
Draw a static (red) rectangle/box/line as a base, and then draw some *small* (like, as small as you can get it to draw) physics (blue) circles above it.
They will fall, hit the base surface, and then gradually build up speed as they roll to the right. Larger circles will do this also, but it takes longer for them to get rolling.
#150018 - 0xtob - Mon Jan 28, 2008 11:35 pm
CurlyCarlos: Nice videos! :) There is actually a maximum number of objects that you can make. Due to a bug, if that limit was reached, objects were still created, just not drawn. I fixed this problem now. By the way the maximum number of shapes is 50. You can reduce the number of shapes in your tunnel by drawing longer lines.
JLSoft: That's an interesting one :) I'm not sure why this happens but you can make some nice Line Rider style stuff with it. I suppose this is some numerical problem that came from the fixed point conversion of Box2D.
I also made scrolling more responsive during simulation; I think it feels much nicer now.
So, please re-download!
And be sure to try out pen scrolling by holding L or R and hold down the pen on the touch screen. This is my secret favorite feature in the new version :)
I'm sorry about all the micro-updates but I don't want to let you guys suffer under problems that I can fix within two minutes.
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#150022 - pas - Tue Jan 29, 2008 12:01 am
No Problem ^^, better Microupdates then nothing ).
BTW: Are the objects drawn by the 3d Hardware ? I assume yes, or ?
_________________
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#150026 - 0xtob - Tue Jan 29, 2008 12:42 am
Yes they are. The 3D engine is far more flexible than the 2D engine and allows for neat stuff like sprites with alpha channels.
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#150035 - nicatronTheGreat - Tue Jan 29, 2008 2:53 am
Thanks for the best release yet, 0xtob!!!!! U ROCK!!!
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#150046 - Bugos - Tue Jan 29, 2008 9:40 am
Awesome homebrew!!
Well done this is definatly my fav homebrew ever! keep the updates coming :D
Bug
#150076 - JLsoft - Tue Jan 29, 2008 5:21 pm
If a v0.4 comes, I'd just like to suggest a small change to how pins are placed since now they're very picky :P
Maybe the pin could only be placed when you lift the stylus, so you can drag it around (while the stylus is still pressed) precisely. Along with highlighting the 1 or 2 objects the current pin location will affect, you can be sure of exactly what's getting pinned :)
#150078 - MechaBouncer - Tue Jan 29, 2008 6:09 pm
Nice idea! I second it.
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#150080 - 0xtob - Tue Jan 29, 2008 6:36 pm
#150081 - woodbin - Tue Jan 29, 2008 6:42 pm
And "Pin deleting" button would be good, too!
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#150084 - Mrshlee - Tue Jan 29, 2008 6:55 pm
tob:
Can you include loading/saving?
Can you include a way to remove the pin without deleting the object?
Can you include a way to grab and move an object? incase you want to move it a little bit across :)
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#150089 - woodbin - Tue Jan 29, 2008 8:02 pm
Yes, that are exactly things that I miss in PP! And the rope tool, of course :D
_________________
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#150090 - pas - Tue Jan 29, 2008 8:11 pm
I suggest you all read the very first post before posting already mentioned suggestions.
_________________
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#150097 - El_Posible - Tue Jan 29, 2008 10:20 pm
I too would like to see more options when applying pins. I love the new PP release, but at least 40% of the time that I am trying to pin an object to another I end up pinning it to the background. Very frustrating.
#150101 - MechaBouncer - Wed Jan 30, 2008 12:12 am
You know, now that I think about it, the proposed method for highlighting objects when you pin them together and only pinning on release could also work quite well for deleting objects as well. That way, if you're trying to delete overlapping objects, you could drag the stylus around until the one you want is highlighted and then pull the stylus away. I would think that would be helpful in allowing better precision when deleting objects. And, should that work, perhaps it would allow enough precision to delete the pins themselves (unless deleting pins has other complications rather than just selecting the pin itself). Would that be feasible?
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#150111 - Rocky5 - Wed Jan 30, 2008 3:17 am
Here is a pocket physics skin for the Cyclods Evolution.
Image
[Images not permitted - Click here to view it]
Click the link to go to the download area.
http://johnconn.wordpress.com/cyclods-skins/
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#150115 - tepples - Wed Jan 30, 2008 4:41 am
Rocky5 wrote: |
View: ROM
Big Brain Academy
Nintendo
Bomberman
UBISOFT Entertainment
Castlevania
Portrait of Ruin
Konami Digital Entertainment |
Rocky5 wrote: |
View: File
0491 - Big Brain Academy.nds
32 mbytes
0079 - Bomberman.nds
8 mbytes
0881 - Castlevana - POR.nds
64 mbytes |
What does this mean? ;-)
_________________
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-- Who?
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#150117 - Markzilla - Wed Jan 30, 2008 4:44 am
Rocky5 is a pirate!
#150121 - Rocky5 - Wed Jan 30, 2008 6:32 am
a lol the cyclods skinning tool.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#150125 - takieda - Wed Jan 30, 2008 8:58 am
.........nneeeed saves..... *gurgles in a pool of his own crayon wax goo*
ARGH... damn damn damn... just been playing with it the past 3 hours and after getting a really cool set of things going with BARELY held up hammers and springs and stuff doing all kinds of things in a really slow, methodical manner, and BAM, no battery... NOOOOOOOOOOO
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#150139 - pas - Wed Jan 30, 2008 1:42 pm
Markzilla wrote: |
Rocky5 is a pirate! |
However he *may* have dumped them himself omg
_________________
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#150147 - Markzilla - Wed Jan 30, 2008 4:48 pm
Chances are slim that he dumped them himself.
#150148 - Rocky5 - Wed Jan 30, 2008 4:57 pm
Its a program for skinning the cyclods evolution its not the actual ds its a gui based skinning tool for windows.
Located here http://www.teamcyclops.com/forum/showthread.php?t=596&highlight=skin+tool
but any hoo how does it look was thinking of making new icons.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#150163 - Sweater Fish Deluxe - Wed Jan 30, 2008 8:09 pm
Rocky5 wrote: |
Its a program for skinning the cyclods evolution its not the actual ds its a gui based skinning tool for windows. |
And to clarify since that link will probably get removed, the CycloDS skinning tool creates the screenshots automatically from your skin images and puts the icons for Big Brain Academy, Bomberman and Castlevania there automatically as examples, it has nothing to do with what's on your card.
For instance, here's the skin I made for my CycloDS card:
[Images not permitted - Click here to view it]
takieda wrote: |
.........nneeeed saves..... *gurgles in a pool of his own crayon wax goo*
ARGH... damn damn damn... just been playing with it the past 3 hours and after getting a really cool set of things going with BARELY held up hammers and springs and stuff doing all kinds of things in a really slow, methodical manner, and BAM, no battery... NOOOOOOOOOOO |
I was thinking that it needs saves mostly because it seems to freeze so often that I can't even ever build up any really cool models. How did you manage to play for three hours without a freeze? Is there something I'm doing wrong that's causing the game to freeze? I haven't noticed any pattern to when it seems to happen, but are there certain things I should never do or something?
...word is bondage...
#150169 - jay001 - Wed Jan 30, 2008 8:51 pm
it seems that on my friends SC DSONE it crashes a hell of a lot more than on my SC lite microsd. for me, if i have a good idea it usualy crashes half way through, if im just mucking around it can go on for hours.
#150171 - pas - Wed Jan 30, 2008 9:22 pm
This has nothing to do with Pocket Physics cause it does not use any dldi/fat access, the supercard is just made for "another orientation...".
_________________
Starcraft DS ?
#150175 - Sweater Fish Deluxe - Wed Jan 30, 2008 9:48 pm
This is interesting about differences in how often the game freezes on different cards. The Supercard DS ONE patches homebrew to allow soft-resetting, so that may explain why it freezes more on that card, but to my knowledge the CycloDS Evolution that I'm using doesn't patch homebrew unless there's a DLDI section, so that wouldn't explain why I get freezing so much. Even previous versions have locked up a lot for me and this isn't something I see other people mentioning very much.
I have a played a couple of very long sessions of the game, but thinking back, these may have been loaded from my G6 Lite because I was using the motion card. I'll have to test that out some more and see if it fixes the freezing.
I don't see why it would be related to what card it's loaded from, though, because everything gets loaded into RAM in one shot and then runs entirely from there, right? Maybe if there's lots of lookup tables to speed up the math even small corruptions that don't normally cause problems in other games could lead to lockups Pocket Physics though? So the problem could just be in the microSD or other flash memory itself.
...word is bondage...
#150206 - CurlyCarlos - Thu Jan 31, 2008 6:43 am
Another new video:
http://www.youtube.com/watch?v=qMzi1LuoHmM
I'll try to remake it, because I really love the level design but the bottom screen should be shown.
_________________
Hmm?
#150250 - 0xtob - Fri Feb 01, 2008 1:46 am
I implemented JLSoft's pin idea and it works quite nicely. I'll use the same method for deleting objects and, while I'm at it, add pin deleting. Thanks MechaBouncer for this suggestion! Rocky5: Nice skin! And yes, saving is the next big thing on my list (finally!)
It's really strange that it seems to crash on certain cards. I personally don't remember any crashes since 0.3, having tested it heavily on GBAMP and R4. I have some other carts floating around. I'll see if I can reproduce the crashes there.
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#150251 - CurlyCarlos - Fri Feb 01, 2008 2:23 am
0xtob, do you think with the next release you could improve the speeds? It's not bad at all right now, but like you've seen in my video it can slow down a bit when there's a lot of objects on the screen.
_________________
Hmm?
#150267 - Mort Rouge - Fri Feb 01, 2008 10:07 am
Hi! I'm new here, but I got a neat idea for Pocket Physics.
Why not make it possible to use different layers when you draw objects in Pocket Physics? For example:
There would be three layers, one background, one middle and one front layer. The background and front layers would not affect each other, and you would therefore be able to draw shapes over the background layer in the front layer. The middle layer however, would affect both the background and the front layers, but I think that you should be able to change which layer affects which. With this technique you would be able to create gearwheels in one layer and then pint it together with, say a lever.
Earlier in this thread many has requested that we could use the stylus as a realtime handpower, addapting force to objects for moving them. Imagine that you would use this on my idea, thus creating a machinery similiar to a clock or something similiar which you can control yourself with a lever or something.
Also, thanks to 0xtob for this wonderful chunk of code! It really has encouraged me to buy a DS Lite and a homebrew cartridge (I've yet only played Pocket Physics in an emulator)! 10/10!
#150285 - 0xtob - Fri Feb 01, 2008 3:31 pm
CurlyCarlos: I'm not sure how to further optimize simulation at the moment. I'm already using fixed point math and hardware div/sqrt. The source code of the box2d library for the DS is available here. Any ideas, or even better, patches, that improve the speed would be very welcome.
Mort Rouge: That's a really nice idea! Box2D supports collision by bitmasks, so this should be fairly easy to do as well.
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#150286 - jay001 - Fri Feb 01, 2008 3:35 pm
^^that layers thing seems a bit compicated, not just coding it, but playing with it, it would be a bit to crazy me thinks. but i would love to be able to move objects for throwing and such.
Nice to hear about the way that pins are done, and the deleting of pins and objects. will this be in a seperate release from the one with the save system?
EDIT: i was thinking about the grid idea for easier drawing, and thought y not just have an option to change the background picture to a grid, but a snapping grid would be even better.
#150294 - MechaBouncer - Fri Feb 01, 2008 5:21 pm
Oh sweet! Thanks for using the idea and for Pocket Physics in general! :D
It seems that perhaps you should start doing sub-version numbering as well for the micro-updates (think bug fixes). You could use v0.3.1 or v0.3a to specify which is which. Then the major additions and changes can be a new version. I think that the behavioral change with how pins and deletes work would warrant an increase to v0.4. Save implementation would also warrant a new version in my eyes (unless it was implemented at the same time). It just helps to keep things in order better for both us and for you. We can tell easier if we need to download again and you can keep better track of whether fixes implemented in one sub-version broke something else (I know I get that all the time). Just an idea to consider.
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#150324 - CurlyCarlos - Sat Feb 02, 2008 1:55 am
0xtob, I just had a really small idea that might look cool. We all know and love the paper background, but what if you had a blueprint-colored sheet with an overlaying white grid as an option? Kind of faded, too... I don't know if others can picture what I'm talking about.
I personally am not too good at picture making, but I tried:
http://img136.imageshack.us/img136/5654/blueprintoe3.png
I don't really know. I think that this would be a good way to incorporate the whole grid idea that many have asked for, and would give the game a different look and feel.
EDIT: Just found one small, little thing. It looks like you use the NitroTracker dialog box for the destroy world button. The purple and yellow colors don't really fit with the rest of the game. I know this is a small annoyance, but could you change the color scheme?
_________________
Hmm?
Last edited by CurlyCarlos on Sat Feb 02, 2008 5:51 pm; edited 1 time in total
#150337 - Mort Rouge - Sat Feb 02, 2008 10:40 am
0xtob wrote: |
Mort Rouge: That's a really nice idea! Box2D supports collision by bitmasks, so this should be fairly easy to do as well. |
Just glad that I can contribute with something ^^!
Also, would it be possible to make the square on the upper screen which signifies where the lower screens position is go away if you push a button like R or L? It would be nice for playback, it's a bit disturbing when you want to see the whole picture.
#150339 - Romaap - Sat Feb 02, 2008 2:08 pm
First I want to say that I like your app! :P
I had a suggestion: why not implement a fuction to control gravity with a button on the screen or pressing ABXY (for lefthanded persons left, right, up and down)
Or a option to control the zoom level
I also like the idea of layers and a "hand" option to pick up things or pull a lever.
And for the idea of a blueprint background: I like the idea of changing the background but then there must also be a option to change the line color.
(sorry for my crappy english :P )
#150358 - CurlyCarlos - Sun Feb 03, 2008 1:14 am
Romaap wrote: |
And for the idea of a blueprint background: I like the idea of changing the background but then there must also be a option to change the line color.
(sorry for my crappy english :P ) |
Do you mean the color of the shapes? Yeah, I agree. Maybe white and black?
_________________
Hmm?
#150372 - asiekierka - Sun Feb 03, 2008 7:18 am
0xtob: Try to get rid of some signed numbers, should speed it up a little bit. Also, if you ever use swap, try to use XOR swap.
#150388 - Darkflame - Sun Feb 03, 2008 4:06 pm
How hard would rope be to simulate?
I can kind of do it with lots of long boxs and pins, but an actual rope tool would be nice.
==
Incidently, I'm curious how sometimes the same set up can give different results when you play it many times.
This isnt a complaint, just puzzled where the random factor comes in.
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#150397 - CurlyCarlos - Sun Feb 03, 2008 8:29 pm
Darkflame wrote: |
Incidently, I'm curious how sometimes the same set up can give different results when you play it many times.
This isnt a complaint, just puzzled where the random factor comes in. |
I have this problem too! It makes it difficult to film stages, because sometimes you won't get the outcome you want.
_________________
Hmm?
#150418 - jay001 - Mon Feb 04, 2008 1:07 am
0xtob said about this before, something about the calculations for the physics.
i like this tho, it gives it a more realistic feel.
#150592 - 0xtob - Fri Feb 08, 2008 2:09 am
Guys and Girls! Version 0.4 is ready!
Get it now!
This release adds saving and loading capabilities, so you'll never lose your work again! Also you can now share your sketches with others! The files are called .pp and have a simple XML format. Remember you now need to patch Pocket Physics with DLDI!
Also, smart pin placement and deleting, as discussed earlier, are now supported. Check the readme for further details.
MechaBouncer wrote: |
It seems that perhaps you should start doing sub-version numbering as well for the micro-updates (think bug fixes). |
Sure, why didn't I think of that? I'll try to do that from now on to avoid confusion.
CurlyCarlos wrote: |
0xtob, I just had a really small idea that might look cool. We all know and love the paper background, but what if you had a blueprint-colored sheet with an overlaying white grid as an option? |
With the included XML library, I think skin support shouldn't be too hard to add. I tried using a blueprint background and brighter line colors, which looked very nice!
Romaap wrote: |
I had a suggestion: why not implement a fuction to control gravity |
I guess I'll implement changing the gravity with the stylus to make non DS Motion owners happy as well :) For now, you can change the gravity by editing the save files. Darkflame wrote: |
How hard would rope be to simulate? |
Well, I could add a tool that just makes a lot of long boxes connected by pins and call that a rope, but it turns out that these configurations are rather unstable. Try to make a rope and attach a really heavy weight to it and you'll see the individual boxes flying away in all directions. I don't want to add ropes before that is sorted out. Luckily, saving and loading will make debugging this much easier.
Please tell me what you think about the new features and please inform me if you find any (new) bugs.
_________________
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#150593 - Dib - Fri Feb 08, 2008 2:43 am
I think it's semi-locked up twice on me, while in play mode. I can scroll the screen but the buttons don't respond, is there something that locks them or is it possibly a bug?
#150594 - Falafel - Fri Feb 08, 2008 2:45 am
Whooo!
I love it :)
Ps. No bugs so far
#150595 - 0xtob - Fri Feb 08, 2008 2:51 am
Dib: The phyiscs and pen input runs independently from drawing and scrolling. So, if the physics part locks up, you can still scroll.
I forgot to mention: If you experience crashes or other problems: Make a save, that reproduces the problem (using the least amount of shapes possible) and send it to me.
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#150596 - Falafel - Fri Feb 08, 2008 2:52 am
Bug:
If you try to put a pin into a static line, the pen interface locks up.
#150597 - El_Posible - Fri Feb 08, 2008 2:56 am
Just gave 0.4 a very quick run through and I must say, it's amazing. The new pin placement is AWESOME, and the saving / loading worked perfect. Already made a good ragdoll simulation with the pins. Thanks!
#150599 - JLsoft - Fri Feb 08, 2008 3:15 am
Awesome work as always, 0xtob
The new pin-placing works exactly how I pictured it :D
#150600 - Dib - Fri Feb 08, 2008 3:24 am
The lock up for me seems to work something like this:
Draw several red diagonal lines (let's say four) positioned so rolling things would fall off one, down the other, etc
Now switch to blue and start drawing some little balls. Yes, I should be using the circle tool but this is testing afterall, and it's actually my first time trying this program.
Anyway, it seems to lock up after a few moments each time. I've managed it a few other ways too, like while in play mode just drawing some intersecting red lines and so forth. Sometimes it locks up just with a single red line and a single blue circle drawn with the line tool.
Since the scrolling and keys don't lock up, may I suggest a hotkey for soft reset? L+R+select+start is my personal favorite, you could have it reinitialize everything from scratch so a cold restart wouldn't be necessary.
On another note, should the swishing sound be looping indefinitely? After I draw just one line, it doesn't stop playing the sound until I press a button to switch tools or play/stop.
FYI, ny hardware is a classic NDS and a DS-X v1.1.0.
By they way, this is excellent work. This will probably be a lot of fun for the kids too.
Another suggestion, if you don't mind: I think this program is begging for a hand tool. By switching to it, you could grab objects on screen and drag them, or collide your pointer with objects to bump them around.
#150603 - another world - Fri Feb 08, 2008 5:31 am
Good job on this homebrew so far, it is really fun to play with.
I have noticed that patched/unpatched copies will not launch on the M3 Lite. The load screen "Pocket Physics" is displayed, however, clicking once on the touch screen goes to a black screen. It will boot up properly from within moonshell. I'm not sure if this is a M3 Lite specific problem or not. It isn't a big deal at all, just thought I would mention it.
Not sure what is up with this: The very first time I ran this I put pocketphysics.nds in my "NDS" folder on my M3 Lite. I tried to save and the app created a "pocketphysics" folder in root but would not let me save. I then instead put pocketphysics.nds in root and saved and it worked correctly. After that I copied the .nds rom and the "pocketphysics" folder back to my "NDS" directory. This was of course an attempt to see if the app would save to the folder using a direct path or not. This second attempt I was unable to load anything, which made me assume that the path of the original save is stored in the file. So I drew something new and saved it, and on this second attempt it saved to a newly created "pocketphysics" folder in root. I shut down my NDS and then powered back up and was able to load it. I'm not sure what is up with all that. It could very well be a M3 Lite thing. Perhaps others could comment.
If I create any stable ("red") shape and then click the PIN icon and then click on the "red" shape, the touch screen controls freeze up. My understanding is that you can only pin dynamic shapes, as they receive a green check mark. So this has to be a bug? I have tried making multiple shapes, adding balls, etc. However, everytime I click the PIN icon and then click on a "red" shape this occurs.
I am using a DS Lite (unflashed) with an M3 Lite and an R4 as the passme. I have no tested this on the R4, but I could if you need more feedback.
*Cheers*
-AW
#150607 - daniel309 - Fri Feb 08, 2008 12:10 pm
Hi, i was wondering how much work it would be to make the .pp format compatible to the iPhysics format, so that levels from iPhysics (the iPhone version ;-) could be played using pocketphysics.
the iPhysics website is here:
http://www.iphone.r4m0n.net/
some levels available here:
http://iphysics.r4m0n.net/index.php?title=Custom_Levelpacks
levelpack format is described here:
http://iphysics.r4m0n.net/index.php?title=IPhysics_Levelpack_Format
leveleditor here:
http://iphysics.r4m0n.net/index.php?title=IPhysics_Level_Editor
just an idea... loving this game already
daniel.
#150608 - jay001 - Fri Feb 08, 2008 1:28 pm
as expected there are some problems for saving for me. sometimes i can save perfectly. sometimes the save thumbnail will be blank, and so will the screen when i load it up. sometimes there are little blank squares over the save thumbnails, like someone has "erased" a small square.
and two of my saves didn't save the file as a .pp, but just as a file (i think i used the name "GGGGGGGGGGGGG").
i will send you a screenshot and the save files if this helps.
edit: hopefully your email is "me@..." rather than "0xtob@..."
#150610 - woodbin - Fri Feb 08, 2008 2:49 pm
THAT IS GREAT! now it have all it needs! (Except...you know what i want to say XD)
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#150613 - woodbin - Fri Feb 08, 2008 3:28 pm
i found a bug - PP will freeze when you pin the red object only or tap it at first :?(
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#150616 - Romaap - Fri Feb 08, 2008 5:23 pm
I found a bug: (it was also in v0.3)
Sometimes, when many objects are on the screen, all object just go flying around like a bomb has just exploded.
Also I'd like see a option to "glue" objects to each other (so they act as one object)
#150620 - CurlyCarlos - Fri Feb 08, 2008 6:03 pm
Amazing work again, 0xtob! I love the new pins features, and saving will come in handy if I want to film a level but can't do it right then. Speaking of which, I put together a quick video showing some of the new features:
http://www.youtube.com/watch?v=67GgzfDxChE
I just show the pins and the saving here. Hopefully there'll be more to come!
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#150629 - MechaBouncer - Fri Feb 08, 2008 11:12 pm
I just gave the new features a quick go and must say it's fantastic! :D I'm sure I can get some people interested in homebrew just by showing off Pocket Physics.
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#150634 - Devil_Spawn - Fri Feb 08, 2008 11:48 pm
hey
i found a bug in the pin system (it was in 0.3 too)
basically if you start the simulation, pause the game, and then pin an object, it will work after you resume the simulation, however after you restart it the pin will return to where you placed it when it was paused, causing objects to be pinned to objects a long way away from them
#150636 - El_Posible - Sat Feb 09, 2008 12:47 am
My game froze when I created one giant blue line with the line tool... as long as it would let me draw, I went and zig zagged all over the screen, and I was going to hit play to see if it would fall slowly but it wouldn't let me click on anything, hence I couldn't save it. I'm going to fool around with that some more tonight.
#150642 - kurosakinaruto - Sat Feb 09, 2008 5:34 am
I would love for it to be a cannon that shot a shape you drew in a direction you choose... but anyways, I like this game
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#150646 - 0xtob - Sat Feb 09, 2008 12:19 pm
0xtob wrote: |
Pocket Physics is a physical construction set for the DS. Like in Crayon Physics, you draw objects which then become physical and interact with each other. It uses my DS port of the Box2D library by Erin Catto.
Get it from the project homepage
Feel free to leave any kind of comments here.
Edit: Pocket Physics will be open sourced! If you want to take a look at the source now already, just ask.
Here's a list of features I'm still planning to implement. Features that people suggested and that I think would be interesting are listed under "other". I will not implement them but I hope someone else wants to!
To do:
- moving shapes with the stylus
- changing physical shape attributes
- layers
- changing the gravity with the stylus
- skins
Maybe:
- duplicating shapes
- grid that allows easier drawing
- gravity changing with the stylus
- ropes
- motors
- maybe, but probably not: portals
Other:
- addition of a level system (like the star in Crayon Physics)
- the background music used in Crayon Physics [mp3][raw].
- a straight line tool
- filled objects
- undo/redo
- snapping objects when moving them
- pin auto-centering
- springs/balloons/anti-gravity fields/cats/ragdolls/bombs (a while object libraray like in "The incredible machine" would be cool!)
- zoomable bottom screen
- breakable objects
- toggle motion card control on/off during playback
- delete pins without deleting the object they're pinned through
- export to image sequence (for making videos) |
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#150647 - pas - Sat Feb 09, 2008 1:01 pm
your todo list look pretty good to me ! The only thing I would really want to be included (cause I always wished a incredible machine type game could make it to the DS) would be the said object library (maybe ask us for suggestions ?).
Although I would understand if this woudl be too much work.
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#150648 - 0xtob - Sat Feb 09, 2008 1:31 pm
Oops, by pressing "Quote" instead of "Edit" I accidentally copied the first post.
I'm very happy you guys like the new features :)
I haven't seen anyone sharing their work so far, which is probably due to a lack of a place to put the files. So, I think a public pocket physics gallery where everyone could submit their creations would be cool. It could be all Web 2.0 with a comment function etc. Would anyone be interested in setting up such a thing? If so, I can hack together a ppToPng PHP function for displaying thumbnails online.
Dib wrote: |
The lock up for me seems to work something like this:
Draw several red diagonal lines (let's say four) positioned so rolling things would fall off one, down the other, etc
Now switch to blue and start drawing some little balls. Yes, I should be using the circle tool but this is testing afterall, and it's actually my first time trying this program. |
Hmm, I tried but I can't seem to reproduce the crash. Could you try making a save file of this setup?
Dib wrote: |
Since the scrolling and keys don't lock up, may I suggest a hotkey for soft reset? L+R+select+start is my personal favorite, you could have it reinitialize everything from scratch so a cold restart wouldn't be necessary. |
This is harder than it sounds :) Since the main loop has locked up and only drawing and input handling via vblank interrupt handler is still working, the vblank handler would somehow need to bend the instruction pointer of the main cpu context to the initialization. I'm not sure this is possible at all.
Dib wrote: |
On another note, should the swishing sound be looping indefinitely? After I draw just one line, it doesn't stop playing the sound until I press a button to switch tools or play/stop. |
No it shouldn't. It should stop when you raise the pen. This seems to be a problem with some cards. No idea how a bug like this can be card-dependent.
Dib wrote: |
Another suggestion, if you don't mind: I think this program is begging for a hand tool. By switching to it, you could grab objects on screen and drag them, or collide your pointer with objects to bump them around. |
Yep, that's planned (See the todo list on the first page)
another world wrote: |
I have noticed that patched/unpatched copies will not launch on the M3 Lite. The load screen "Pocket Physics" is displayed, however, clicking once on the touch screen goes to a black screen. It will boot up properly from within moonshell. I'm not sure if this is a M3 Lite specific problem or not. It isn't a big deal at all, just thought I would mention it. |
I think it locks up when it tries to initialize FAT. Did you patch it with the correct DLDI driver? It's strange though that it works from Moonshell, since I'm not aware Moonshell is doing auto DLDI patching.
another world wrote: |
Not sure what is up with this: The very first time I ran this I put pocketphysics.nds in my "NDS" folder on my M3 Lite. I tried to save and the app created a "pocketphysics" folder in root but would not let me save. I then instead put pocketphysics.nds in root and saved and it worked correctly. After that I copied the .nds rom and the "pocketphysics" folder back to my "NDS" directory. This was of course an attempt to see if the app would save to the folder using a direct path or not. This second attempt I was unable to load anything, which made me assume that the path of the original save is stored in the file. So I drew something new and saved it, and on this second attempt it saved to a newly created "pocketphysics" folder in root. I shut down my NDS and then powered back up and was able to load it. I'm not sure what is up with all that. It could very well be a M3 Lite thing. Perhaps others could comment. |
Pocket Physics always creates a pocketphysics/sketches folder in the root of the file system, no matter where the .nds is located. Not sure why it didn't work for you the first time.
If anyone has problems saving, check if the folder pocketphysics/sketches exists in the root of your card, and, if not, create it manually.[/quote]
daniel309 wrote: |
Hi, i was wondering how much work it would be to make the .pp format compatible to the iPhysics format, so that levels from iPhysics (the iPhone version ;-) could be played using pocketphysics. |
I had a look at the iPhysics format, and I don't think it's impossible, but certainly a lot of work. Since I want to finish Pocket Physics soon, I'll put that on the "Other" list for someone else to do.
jay001 wrote: |
as expected there are some problems for saving for me. |
Thanks, I got you e-mail. Will look into that.
Romaap wrote: |
I found a bug: (it was also in v0.3)
Sometimes, when many objects are on the screen, all object just go flying around like a bomb has just exploded.
Also I'd like see a option to "glue" objects to each other (so they act as one object) |
I'm not yet sure what causes this bug. I'll try to find out. You can "glue" objects together by drawing them overlapping and fixing them with two or more pins :)
CurlyCarlos wrote: |
I put together a quick video showing some of the new features |
Cool, thanks for the ad :)
Devil_Spawn wrote: |
basically if you start the simulation, pause the game, and then pin an object, it will work after you resume the simulation, however after you restart it the pin will return to where you placed it when it was paused, causing objects to be pinned to objects a long way away from them |
I know this, but I'm intentionally leaving it in since it can be used for interesting things. One way to "fix" this would be to forbid pinning in play/pause mode, but why should I unnecessarily limit the user?
El_Posible wrote: |
My game froze when I created one giant blue line with the line tool... as long as it would let me draw, I went and zig zagged all over the screen, and I was going to hit play to see if it would fall slowly but it wouldn't let me click on anything, hence I couldn't save it. I'm going to fool around with that some more tonight. |
This seems to be a crash in the line drawing code. I'll try to see what's causing it. To answer your question: Yes, a very big line will fall slowly, but not because air resistance is simulated but because simulation will run slowly :)
kurosakinaruto wrote: |
I would love for it to be a cannon that shot a shape you drew in a direction you choose... but anyways, I like this game |
I initially had this idea as well, but I think it would take too long to implement, so I'll add it to the "Other" list.
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#150650 - theli - Sat Feb 09, 2008 3:09 pm
hm .. freezed for me on G6Lite when opening any of saved by myself files
also this one behaves strangely
http://theli.ho.com.ua/temp/2.pp
before adding circle it was fine
http://theli.ho.com.ua/temp/1.pp
#150651 - 0xtob - Sat Feb 09, 2008 4:03 pm
theli: The problem with your sketches occurs when there is too much stress on the joints. This probably has to do with my numerical fixes. I'm trying to find out what's wrong.
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#150652 - jay001 - Sat Feb 09, 2008 5:50 pm
perhaps Rocky5 wouldnt mind creating the .pp sharing thing. seeing as he has the website with the videos and (soon) tutorials.
#150655 - Rocky5 - Sat Feb 09, 2008 7:00 pm
If i can i will but the site i use is only a free blog site so not so sure how to do it but will look into it for you guys and thanks again for the simulator
though again it crashes when you try and put a pin on a red object you can still move about but you cant do anything.
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#150657 - pas - Sat Feb 09, 2008 8:13 pm
Rocky5 wrote: |
If i can i will but the site i use is only a free blog site so not so sure how to do it but will look into it for you guys and thanks again for the simulator
though again it crashes when you try and put a pin on a red object you can still move about but you cant do anything. |
Including a pin into a red object is useless anyway...
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#150661 - another world - Sat Feb 09, 2008 9:54 pm
0xtob wrote: |
I think it locks up when it tries to initialize FAT. Did you patch it with the correct DLDI driver? It's strange though that it works from Moonshell, since I'm not aware Moonshell is doing auto DLDI patching. |
Yes I patched it with the correct DLDI driver. I tried it both with DLDIrc and Dlditool-win32-gui. I double checked awhile back to make sure I had the right DLDI driver. I also had this problem with Cluster's c|irc homebrew. It will only launch fully if I launch it from within moonshell. I have read that some others have also experience this, with some homebrew and the M3 Lite. Again it is not a big deal, throwing moonshell in the mix, just thought I would mention it. =)
I also noticed after watching some YouTube vids that the sound efx of the "drawing" is not working properly for me on the M3 Lite. If I draw a static ("red") object the sound contines even after I have lifted the stylus off of the nds.
cheers,
-AW
#150669 - dantheman - Sun Feb 10, 2008 3:05 am
pas wrote: |
Rocky5 wrote: | If i can i will but the site i use is only a free blog site so not so sure how to do it but will look into it for you guys and thanks again for the simulator
though again it crashes when you try and put a pin on a red object you can still move about but you cant do anything. |
Including a pin into a red object is useless anyway... |
Yes, but what if it was a mistake? I found the bug myself after accidentally hitting the pin button rather than one of the shape buttons. It's a silly way to crash the system, really.
One minor request: would it be possible to have the program check for data in the "(root)\DATA\pocketphysics" folder rather than just "(root)\pocketphysics"? It helps organize the root folder if developers allow for this data location convention.
#150670 - takieda - Sun Feb 10, 2008 5:01 am
dantheman wrote: |
One minor request: would it be possible to have the program check for data in the "(root)\DATA\pocketphysics" folder rather than just "(root)\pocketphysics"? It helps organize the root folder if developers allow for this data location convention. |
I'd like to second this request... It would be very nice to have ALL Homebrew run extra files in "data", but hey, we gotta start somewhere :)
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#150675 - jay001 - Sun Feb 10, 2008 2:44 pm
pas wrote: |
Rocky5 wrote: | If i can i will but the site i use is only a free blog site so not so sure how to do it but will look into it for you guys and thanks again for the simulator
though again it crashes when you try and put a pin on a red object you can still move about but you cant do anything. |
Including a pin into a red object is useless anyway... |
this can sometimes happen by mistake, if there is a very skinny blue object that u want to pin to a red object, you can sometimes miss the blue object and go directly into the red one. (but this shouldnt happen really, as the pin placing has changed)
EDIT: sorry didnt see this has already been explained lol.
#150678 - Mort Rouge - Sun Feb 10, 2008 3:28 pm
My layer idea's coming up in 0.5? Eager to see ^^!
#150680 - Romaap - Sun Feb 10, 2008 3:50 pm
His layer idea's coming up in 0.5? Eager to see ^_^!
#150684 - pas - Sun Feb 10, 2008 4:21 pm
jay001 wrote: |
pas wrote: | Rocky5 wrote: | If i can i will but the site i use is only a free blog site so not so sure how to do it but will look into it for you guys and thanks again for the simulator
though again it crashes when you try and put a pin on a red object you can still move about but you cant do anything. |
Including a pin into a red object is useless anyway... |
this can sometimes happen by mistake, if there is a very skinny blue object that u want to pin to a red object, you can sometimes miss the blue object and go directly into the red one. (but this shouldnt happen really, as the pin placing has changed)
EDIT: sorry didnt see this has already been explained lol. |
Seeing your saying that reminds me of that on/off switchable grid mentioned earlier.
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#150851 - Darkflame - Wed Feb 13, 2008 4:49 pm
Mort Rouge wrote: |
Hi! I'm new here, but I got a neat idea for Pocket Physics.
Why not make it possible to use different layers when you draw objects in Pocket Physics? For example:
There would be three layers, one background, one middle and one front layer. The background and front layers would not affect each other, and you would therefore be able to draw shapes over the background layer in the front layer. The middle layer however, would affect both the background and the front layers, but I think that you should be able to change which layer affects which. With this technique you would be able to create gearwheels in one layer and then pint it together with, say a lever.
Earlier in this thread many has requested that we could use the stylus as a realtime handpower, addapting force to objects for moving them. Imagine that you would use this on my idea, thus creating a machinery similiar to a clock or something similiar which you can control yourself with a lever or something.
Also, thanks to 0xtob for this wonderful chunk of code! It really has encouraged me to buy a DS Lite and a homebrew cartridge (I've yet only played Pocket Physics in an emulator)! 10/10! |
Reminds me of;
http://www.youtube.com/watch?v=mcAq9bmCeR0
:D
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#150853 - Devil_Spawn - Wed Feb 13, 2008 5:10 pm
the ability to stop two objects colliding with eachother would be useful, much like what happens when you pin them together
#150892 - jay001 - Thu Feb 14, 2008 1:41 pm
sorry 0xtob, if you have been trying to solve my saving problem, i have just figured out that my new firmware for my supercard auto patches homebrew with the wrong dldi, which doesnt work for supercards (bit weird). so ive disabled the auto patch and its working fine now :-)
Hoooooo god
edit: also could you make it so you can delete saves aswel, its a bit of effort to go into ds organize to delete stuff.
i have an idea which is something to do with the Colors! app;
in colors! you can send your picture to an email address. so what i think you should be able to do is send your pp saves to the website "someone" is going to create. and from there people can brows other people's saves. if however, you could brows the saves ON your ds, that would be perfect.
how does it sound?
#150895 - tepples - Thu Feb 14, 2008 2:25 pm
jay001 wrote: |
i have just figured out that my new firmware for my supercard auto patches homebrew with the wrong dldi, which doesnt work for supercards (bit weird). |
What happens if you replace the 'dldi.scp' file with the correct DLDI?
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#150897 - jay001 - Thu Feb 14, 2008 2:28 pm
^^ im not sure, it would probly work lol, but im happy at the moment with manual dldi patching.
over on Rocky5's site,
Quote: |
tripppy Says:
February 11, 2008 at 12:28 am
hey
seen the new version of pocket physics?
you can save creations now!
yours by far have been the best i have seen.
im going to do a site up with a mate. (pp.mnfu.com)
to host these .pp files with screen shots.
i would like to get some of you creations up.
i just want to take a screen shot of them? know how to? |
seems like someone is doing something about the site.
#150921 - garethfc - Fri Feb 15, 2008 2:02 am
* when I draw a rectangle with a pin, it will rotate. then I pause while its rotating and draw a circle or something attached. after this, the "restart" is buggy =/
so maybe a Chackpoint button (making the current moment the initial) would be ok
* ropes would be cool
* some music
bye
#150925 - dantheman - Fri Feb 15, 2008 4:44 am
tepples wrote: |
jay001 wrote: | i have just figured out that my new firmware for my supercard auto patches homebrew with the wrong dldi, which doesnt work for supercards (bit weird). |
What happens if you replace the 'dldi.scp' file with the correct DLDI? |
Another idea, since dldi.scp is just a renamed DLDI file, is to take Barni's modified DLDI file and rename it to DLDI.scp. This fixes problems I had with the stock dldi.scp screwing up LMP-ng, which makes me think it's a problem with unaligned reads and writes. However, I've renamed my dldi.scp file to stop it from auto-patching, as I'm too used to manual patching to bother with something that could be buggy.
#150926 - tripppy - Fri Feb 15, 2008 8:27 am
pp.mnfu.com
its where im trying to setup a collection of .pp files
at the moment users can't upload their own creations.
so signup. create a user, wait less than 1 day and ill contact you.
for now. ill be accepting emailed .pp files and ill upload and display them manually.
any help in setting up the site and improving it would be much appreciated.
#151001 - woodbin - Sat Feb 16, 2008 8:54 pm
0xtob can you please add this?:
Moving with objects (and kicking them during simulation)
Rotating objects
And when will be new release?
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#151005 - takieda - Sat Feb 16, 2008 11:58 pm
woodbin wrote: |
0xtob can you please add this?:
Moving with objects (and kicking them during simulation)
Rotating objects
And when will be new release? |
As far as affecting objects in the simulation, I always felt it should be that you have to affect one object with another... it'd be more interesting that way if you could grab a hammer like object and attack another with it, rather than just slide the stylus into the object. You'd get more of a realistic response with it, plus you'd understand why the other object reacts the way it does. i.e. when you just slide the stylus into the object and it moves, and do it again and it flies twice as far with no good idea as to why, vs. sliding a pea object into a much larger one and the larger one barely nudges, but slide a bowling ball into a pea and the pea goes flying at mach speed :).
And I would like to see the ability to move with say a tagged object, otherwise it might try to move erratically when several objects on the board are moving around.
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#151009 - coolbho3000 - Sun Feb 17, 2008 1:08 am
Craig, an editor from IGN, has mentioned Pocket Physics in his blog.
http://blogs.ign.com/craig-ign/2008/02/12/80371/
Quote: |
You?ll need a way to put a DS file onto a DS cartridge, and since there was a report that 90 percent of you already have a way to do it, I?m not going to tell you how. So nyah.
|
I was shocked to find it on the front page of IGN DS.
#151017 - 0xtob - Sun Feb 17, 2008 3:48 am
garethfc wrote: |
maybe a Chackpoint button (making the current moment the initial) would be ok |
good idea, I'll add that to the list.
woodbin wrote: |
0xtob can you please add this?:
Moving with objects (and kicking them during simulation)
Rotating objects
And when will be new release? |
Please look at the to do list (first page of the thread) before requesting features, so you don't request something that's already in there.
I can't say when the next release will be. I'm currently working on some speed optimizations and trying to find the physics bugs. This is progressing only slowly. The next release will probably be a small one that addresses bugs and improves speed.
coolbho3000 wrote: |
Craig, an editor from IGN, has mentioned Pocket Physics in his blog.
I was shocked to find it on the front page of IGN DS. |
And so was I :) I'm surprised the guy didn't give up on it even though it was so unstable for him. "The Greatest Nintendo DS Game Ever" probably means a lot coming from someone who has tested that many commercial titles (And I didn't pay him, I swear!) So, I feel quite flattered.
tripppy wrote: |
pp.mnfu.com its where im trying to setup a collection of .pp files |
Nice effort so far! Yet I hope the uploading mechanism will be more dynamic. I'm also not sure if a blog is the way to go.
Well, since everyone is writing me wishlists, I might as well write everyone a wishlist of how I would imagine a PP sketch sharing site:
- Users can upload their sketches and give them a name
- The screenshot of the sketch is automatically extracted from the PP file (Here's the PHP code for that)
- Users can comment on and rate sketches
- Sketches can be browsed by Rating, Creator, Name, etc
- (Optional) The title should say "beta" somewhere and there should be reflections in the logo
Then of course, sharing via wifi directly from the DS would be the next step.
I'm not sure how to best realize this. I'd probably start this from scratch since it's not that much work and I'd have control about everything. But maybe extending an existing CMS that already provides commenting, rating and searching functionality might work well too.
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#151043 - jay001 - Sun Feb 17, 2008 5:52 pm
thanks for all the effort so far 0xtob, but please please the one thing i have wanted from the beggining was a circle tool that has a pin in the center, so the ball wont roll off center. its so difficult to make a good car!
please could you impliment this somehow as it is the one thing that i need for pocket physics to be PERFECT!
#151047 - 0xtob - Sun Feb 17, 2008 6:42 pm
It was already requested to have an option to center pins. This is a no-brainer to implement, but I'm trying to keep the user interface as simple as possible. Maybe I could do this via unfolding tool buttons like in photoshop. If you hold the pen over the button for half a second, a menu with alternative tools pops up. That's a nice way of keeping the interface simple to use for beginners and at the same time include powerful functions for advanced users.
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#151048 - pas - Sun Feb 17, 2008 6:56 pm
Jep that sounds good if you'd do it that way everyone could use it easily !
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#151060 - Mort Rouge - Sun Feb 17, 2008 11:49 pm
Layers, pretty please? ;P
#151061 - 0xtob - Sun Feb 17, 2008 11:57 pm
Look at the to do list pretty please :p
Good news, I got the moving tool to work! It's really awesome! I'll release the next version within a few hours.
Edit: Note to self:Never use the sentence "I'll release the next version within <some timeframe>" again! It's working pretty great now, but moving is still not 100% stable as it seems. I'll have to look into that later.
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Last edited by 0xtob on Mon Feb 18, 2008 3:27 am; edited 1 time in total
#151063 - Rocky5 - Mon Feb 18, 2008 12:11 am
Brilliant i would just like to say thank you for taking the time to make this program (game) for use and i think i say it for all its great.
[Images not permitted - Click here to view it]
also in the new release have you fixed the red pin bug as i hate it i keep pinning the damn things instead of deleting lol.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#151064 - Lord Graga - Mon Feb 18, 2008 12:21 am
0xtob wrote: |
- (Optional) The title should say "beta" somewhere...
|
I chuckled at that one :)
#151099 - cidiric - Mon Feb 18, 2008 11:41 pm
Thank you Oxtob for this homebrew. I like it.
Now, we can to save, cool. I was waiting this version with impatience.
But, i have a problem.
I can to save (well, i think), but i can?t to load.
I freeze when i click on icone?s loading. if somebody can to help me.
Thanks again for this homebrew.
sorry for my english, i?m french.
#151107 - Sir_Voe - Tue Feb 19, 2008 1:12 am
Great to hear the new version is coming along. One suggestion that has crossed my mind is having sounds triggered when an object is first interacted with. For example, a line of dominos falling in succession could sound kind of like a xylophone being strummed. Maybe even have the tone based on object size.
#151108 - jay001 - Tue Feb 19, 2008 1:22 am
Sir_Voe wrote: |
Great to hear the new version is coming along. One suggestion that has crossed my mind is having sounds triggered when an object is first interacted with. For example, a line of dominos falling in succession could sound kind of like a xylophone being strummed. Maybe even have the tone based on object size. |
this sounds like one of the best ideas so far!
#151109 - takieda - Tue Feb 19, 2008 5:02 am
jay001 wrote: |
Sir_Voe wrote: | Great to hear the new version is coming along. One suggestion that has crossed my mind is having sounds triggered when an object is first interacted with. For example, a line of dominos falling in succession could sound kind of like a xylophone being strummed. Maybe even have the tone based on object size. |
this sounds like one of the best ideas so far! |
I add my vote to this idea, this would add a whole new dimension to the whole play, as it could then be used to create fantastical Rube Goldberg style instruments :)
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#151111 - SiW - Tue Feb 19, 2008 5:39 am
The sound idea is certainly.. uh.. sound. Perhaps take a look at the AXE source for the PSG stuff?
#151124 - Mort Rouge - Tue Feb 19, 2008 1:19 pm
0xtob wrote: |
Look at the to do list pretty please :p |
Darn, I feel stupid...
#151129 - asiekierka - Tue Feb 19, 2008 3:42 pm
0xtob, the most important feature to Pocket Physics for now is adding the user-interaction elements.
In order of most important to least important for me.
1) Ability of the user to drag and move objects at runtime
2) Ropes.
3) Rumble Pak compatibility. (I can explain).
4) Gravity changing without the motion pak. (I.E. you can select a "gravity" object, and you draw an orange line. The gravity is based on the direction, and you should be able to rotate it at runtime too :P)
5) Sir_Voe's sound idea.
#151131 - pas - Tue Feb 19, 2008 4:03 pm
First off... you forgot that he is already working on the moving of shapes and:
Quote: |
unfolding tool button |
so no need to push him all the time let's just do him what he wants for now, the todo is big enough for now, only add one or two ideas that haven't been requested so far cause it only gets damn confusing when people repost all the stuff.
Ok ? (I mean... 15 pages is not that much for now... but keep it clean anyway...)
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#151135 - Romaap - Tue Feb 19, 2008 4:30 pm
And the gravityy changing idea is already posted (by me ^_^)
And it is already in Oxtob's todo-list
#151137 - octatone - Tue Feb 19, 2008 5:13 pm
People, read page one before posting requests. Jesus h christ. I keep reading this thread hoping it's the dev that made the new post, just to find some kid is requesting shit from page 1.
Boo.
#151142 - cidiric - Tue Feb 19, 2008 7:24 pm
Please, can you reply me !!
I have posted already, but no answer.
"Thank you Oxtob for this homebrew. I like it.
Now, we can to save, cool. I was waiting this version with impatience.
But, i have a problem.
I can to save (well, i think), but i can?t to load.
I freeze when i click on loading's icon. if somebody can to help me.
Thanks again for this homebrew."
For information i use a DSlinker.
sorry for my english, i?m french.
Thanks in advance.
#151147 - pas - Tue Feb 19, 2008 9:22 pm
cidiric: try formating your card with fat (or is fat 32 better for that matter ?) and then retry, after that report if it worked.
BTW: Did you dldi patch it or does DSLinker autopatch ?
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#151161 - Rocky5 - Wed Feb 20, 2008 6:42 am
Ok i have added some files to my tutorial page for pocket physics.
Pocket Physics Tutorials
let me know if the downloads work thanks.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#151162 - JLsoft - Wed Feb 20, 2008 7:26 am
Another simple addition that might be nice would be a way to place a 'camera' "pin"...you'd place it on a physics object, and the lower screen would scroll automatically when the simulation is run in order to try and keep this "pin" in the center of the zoomed view as well it can (except when reaching the edges of the screen of course.) :)
#151166 - Rocky5 - Wed Feb 20, 2008 10:48 am
0xtob would it be possible to have an object counter some where on the screen as you really don't know when your going to run out of objects this would be a great help when making contraptions.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#151185 - MechaBouncer - Wed Feb 20, 2008 5:55 pm
Ooooo, I like that idea. The camera pin sounds like it could be interesting as well, although I think a little "fudge factor" should be used. Say you pin it to the edge of a circle. We wouldn't want the camera to keep rotating around as the circle rolled. So a certain amount of tolerance should be allowed to keep the object reasonably centered.
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Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#151212 - Darkflame - Thu Feb 21, 2008 1:20 am
The list is certainly long enough, and theres plenty of cool ideas already.
This is a wonderfull app.
Its still nice to think of features, even if they have little hope of implimentation....
asiekierka wrote: |
4) Gravity changing without the motion pak. (I.E. you can select a "gravity" object, and you draw an orange line. The gravity is based on the direction, and you should be able to rotate it at runtime too :P)
|
Nice, but how about also pinning this gravity line to objects ? :p
So, effectively, the gravity could be changed in the simulation by things hitting it. A bit like in Mario Galaxy with those switchs.
Of course, there would have to be a delay.
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#151219 - kurosakinaruto - Thu Feb 21, 2008 3:30 am
would it be possible to have a tool to move an object without moving the pin?
and also, draw a box over an area and save it as a stamp? cause it's getting really anoying to have to draw those ragdolls over and over again :(
or an undo button would be nice
Great job on this homebrew project!
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#151265 - Sir_Voe - Fri Feb 22, 2008 3:55 am
I'm loving the new version. Grabbing objects and throwing them works really well and opens up lots of new possibilities (currently having a blast making lucky hit games), and putting inactive objects to sleep helps the speed a lot. Thanks.
#151279 - jay001 - Fri Feb 22, 2008 12:22 pm
oh damn, new version .5. movable objects!!!!
EDIT: i like how you can move the red objects but only when simulation is stoped. also i like how you have done the moving objects which are connected by pins, where it moves everything connected to said object, but in simulation it moves on a pivot, love it!
EDIT EDIT: even tho i sorted out my saving problem, it is still VERY unstable, i would say 1 out of 5 times it will save. if that. is this just my problem or is anyone else getting this? im using supercardlite SD
#151290 - woodbin - Fri Feb 22, 2008 5:45 pm
That new version is great but there is still one bug from 0.4. It happens when you are pinning a couple of objects then the objects stay highlighted and you can't draw any new objects :( It can be solved when you delete the highlited object :( :(
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#151291 - woodbin - Fri Feb 22, 2008 6:47 pm
Can you please add copying and pasting? And that force idea (someone has posted it at your blog) is good, too. I have a lot of fun with it right now, but the moving have destructive effect to pins, if you use too much force :D
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#151306 - 0xtob - Sat Feb 23, 2008 2:04 am
Hey! It was noticed before, but here's the official accouncement:
Pocket Physics version 0.5 is out!
Besides the moving tool (which is really fun!) simulation speed was increased by changing the physics timing and putting inactive objects to sleep. A side effect is that when several objects are put to sleep at once, simulation suddenly speeds up, causing a "bullet time" like effect. But I think the speed increase makes up for that.
By the way, here's a note on stability from my blog:
Quote: |
Pocket Physics uses a modified version of Box2D that uses fixed point math instead of floating point. Due to this conversion, a lot of unexpected things (spontaneous explosions, freezes, etc) can occur. I?m working on improving stability of Box2D, but it takes time to track down and fix these bugs, so please bear with me. |
cidiric wrote: |
I can to save (well, i think), but i can?t to load.
I freeze when i click on icone?s loading. if somebody can to help me. |
Did you apply a DLDI patch? Have you checked if a .pp file is created on the card when you save?
Sir_Voe wrote: |
One suggestion that has crossed my mind is having sounds triggered when an object is first interacted with. For example, a line of dominos falling in succession could sound kind of like a xylophone being strummed. Maybe even have the tone based on object size. |
You must clearly be a psychic. Actually, I started off playing with physics on the DS in order to make a physical sound toy (like eg. Electroplankton). But then I slapped the crayon theme on it and thought it was so cool that I continued along that track. The early versions even had sound when objects collided. A problem is the selection of a good set of sounds though. For example when doing a ragdoll simulation you'll want to use different sounds than when you're playing with dominoes. I guess I'll play around with that though, since Pocket Physics really is a bit quiet.
asiekierka wrote: |
0xtob, the most important feature to Pocket Physics for now is adding the user-interaction elements.
In order of most important to least important for me.
1) Ability of the user to drag and move objects at runtime |
Check.
asiekierka wrote: |
2) Ropes. |
I've discussed that before. Ropes will be unstable because joints can only withstand a certain amount of stress. Ropes are already in the "maybe" list.
asiekierka wrote: |
3) Rumble Pak compatibility. (I can explain). |
Could be fun, but I don't have a rumble pak for testing (hint hint)
asiekierka wrote: |
4) Gravity changing without the motion pak. (I.E. you can select a "gravity" object, and you draw an orange line. The gravity is based on the direction, and you should be able to rotate it at runtime too :P) |
Again, please check the to do list before making suggestions. Changing the gravity with the stylus is already in there.
Rocky5 wrote: |
Ok i have added some files to my tutorial page for pocket physics.
Pocket Physics Tutorials
let me know if the downloads work thanks. |
Brilliant as always! I really like your creations! And the animated gifs are nice.
JLsoft wrote: |
Another simple addition that might be nice would be a way to place a 'camera' "pin"...you'd place it on a physics object, and the lower screen would scroll automatically when the simulation is run in order to try and keep this "pin" in the center of the zoomed view as well it can (except when reaching the edges of the screen of course.) :) |
Cool idea! That would be nice for line rider like scenarios. I'll add that to the list.
Rocky5 wrote: |
0xtob would it be possible to have an object counter some where on the screen as you really don't know when your going to run out of objects this would be a great help when making contraptions. |
I'm still thinking of ways to increase the object limit. The limiting factor is drawing speed, so I might just skip off-screen objects.
Darkflame wrote: |
Nice, but how about also pinning this gravity line to objects ? :p
So, effectively, the gravity could be changed in the simulation by things hitting it. A bit like in Mario Galaxy with those switchs.
Of course, there would have to be a delay. |
Hmm, I think this sounds a little too complicated, but could you explain in more detail how you think this would work?
kurosakinaruto wrote: |
would it be possible to have a tool to move an object without moving the pin? |
What would that be good for?
kurosakinaruto wrote: |
and also, draw a box over an area and save it as a stamp? cause it's getting really anoying to have to draw those ragdolls over and over again :( |
That's a nice idea for a duplication mechanism! If I get around to implementing dupliation I'll probably do it that way.[/quote]
kurosakinaruto wrote: |
or an undo button would be nice |
Yes, but also very hard to implement. (btw this was already in the "other" section of the todo list :)[/quote]
jay001 wrote: |
even tho i sorted out my saving problem, it is still VERY unstable, i would say 1 out of 5 times it will save. if that. is this just my problem or is anyone else getting this? im using supercardlite SD |
I'm not sure but does the SC lite firmware do auto-patching? What happens if you patch it with dldi and launch it from some other program like moonshell or dsorganise?
woodbin wrote: |
That new version is great but there is still one bug from 0.4. It happens when you are pinning a couple of objects then the objects stay highlighted and you can't draw any new objects :( It can be solved when you delete the highlited object :( :( |
I think this also happened to me once. Can you try to find out how to reproduce this?
woodbin wrote: |
Can you please add copying and pasting? And that force idea (someone has posted it at your blog) is good, too. I have a lot of fun with it right now, but the moving have destructive effect to pins, if you use too much force :D |
Copy+paste aka duplicate is already in the todo list. Pins that are stressed too much tend to freak out. This problem even exists in the floating point version of Box2D and the author calls it "intended behaviour". There might be a fix for it, I'll look into it.
I'm sorry to reference my todo list that often but some of the ideas that were posted here were already in there. Of course, new ideas and extensions to existing items are very welcome.
Oh, and please share your creations at http://pp.mnfu.com/! This isn't only a great way to show off but it also helps me test the program. Only through user-submitted sketches was I able to find and eliminate that moving bug that delayed the release of 0.5. Thanks again to you all for your support for this program!
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#151310 - another world - Sat Feb 23, 2008 6:45 am
v5 seems to save/load fine when DLDI patched for my M3 Lite. I still have to boot it up using Moonshell, I would love to see that investigated in a future release.
The "/data/pocketphysics/sketches" is OK i guess if your homebrew uses the "data" folder. Nothing I'm interested in running seems to make use of this as a saving scheme. Would it be possible to just allow me to pick the path and have pocketphysics remember, in a future release?
On the M3 Lite the "sketching" sound never stops playing until I click on a new button. Would it be possible to add a "mute" switch in a future release?
Thanks for the update, keep working on it!! =)
-Another World
#151311 - JLsoft - Sat Feb 23, 2008 7:06 am
Having it remember where you set the path would still require it to place a file in a known standard place like root :/
It'd be better if it just looked for */pocketphysics/* on startup wherever the user puts it, like some other programs do.
#151326 - 0xtob - Sat Feb 23, 2008 1:06 pm
another world wrote: |
v5 seems to save/load fine when DLDI patched for my M3 Lite. I still have to boot it up using Moonshell, I would love to see that investigated in a future release. |
Unfortunately, without the hardware, it's hard to investigate flash card dependant bugs. Donations are welcome though :)
another world wrote: |
The "/data/pocketphysics/sketches" is OK i guess if your homebrew uses the "data" folder. Nothing I'm interested in running seems to make use of this as a saving scheme. Would it be possible to just allow me to pick the path and have pocketphysics remember, in a future release? |
If the path /pocketphysics/sketches exists, pocket physics will still use that.
another world wrote: |
On the M3 Lite the "sketching" sound never stops playing until I click on a new button. Would it be possible to add a "mute" switch in a future release? |
I'll try to guess what may be causing this. Until then, feel free to turn the volume down :)
JLSoft: Searching the file system may take a really long time if there are many folders on the card. I don't want to increase the startup time.
Edit: I added a "known bugs" section to the first post. Please tell me if you have bugs that are not mentioned there.
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#151332 - jay001 - Sat Feb 23, 2008 4:43 pm
Quote: |
jay001 wrote:
even tho i sorted out my saving problem, it is still VERY unstable, i would say 1 out of 5 times it will save. if that. is this just my problem or is anyone else getting this? im using supercardlite SD
0xtob wrote:
I'm not sure but does the SC lite firmware do auto-patching? What happens if you patch it with dldi and launch it from some other program like moonshell or dsorganise? |
i have been trying to sort this out for a few hours now and i have tried the DSorganize idea, but failed, so i have an idea that it might be the saving the "thumbnail" picture which crashes my ds. i say this because sometimes it will save but only the preview picture will be messed up.
would it be easy to remove this feature from the saving? just to see if it works. if not, dont worry.
#151333 - euqiddis - Sat Feb 23, 2008 5:06 pm
is there a limit on the number of skecthes you can save?
#151335 - El_Posible - Sat Feb 23, 2008 5:49 pm
The new Move tool is great.
#151336 - kurosakinaruto - Sat Feb 23, 2008 6:13 pm
So you can make the thing swing like a pendulum
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#151339 - 0xtob - Sat Feb 23, 2008 6:51 pm
euqiddis: No, you can save as many as you want.
El_Posible: Thanks :)
kurosakinaruto: You can already do that when in play mode.
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#151345 - Darkflame - Sat Feb 23, 2008 10:40 pm
Rocky5 wrote: |
0xtob would it be possible to have an object counter some where on the screen as you really don't know when your going to run out of objects this would be a great help when making contraptions. |
I'm still thinking of ways to increase the object limit. The limiting factor is drawing speed, so I might just skip off-screen objects.
Darkflame wrote: |
Nice, but how about also pinning this gravity line to objects ? :p
So, effectively, the gravity could be changed in the simulation by things hitting it. A bit like in Mario Galaxy with those switchs.
Of course, there would have to be a delay. |
Hmm, I think this sounds a little too complicated, but could you explain in more detail how you think this would work?[/quote]
Yes, it probably is.
And the more I think about it the more it probably wouldnt work.
I was thinking if this "gravity arrow" would basicaly be a rectangle with the long side representing the direction of gravity.
Then, if it was hit in simulation, gravity would change to keep alligned with its allighment.
I was initialy thinking this would make interesting simulations that could go down the screen(s), hit the gravity around, then go back up.
However, I'm pretty sure it would get too much "feedback" effects.
Maybe it was imune to gravity but not impacts.
But that would just get more complex :p
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#151350 - Exp44 - Sun Feb 24, 2008 12:16 am
Nice work Oxtob! I haven't tried out v5 yet, so I don't know if this bug was fixed in that version or not. I basically tried to pin to movable circles to a movable line, only to have one of the circles and the line go flying off screen, and the pins were not under heavy pressure. I was not able to recreate it, but I did save the .pp file. Since pp.mnfu.com apparently isn't up yet, how would you like me to get it to you, if the issue hasn't been fixed?
EDIT: Just dled and ran v5, and the glitch still exists. I'll keep the pp file in case you want it.
#151351 - takieda - Sun Feb 24, 2008 12:20 am
Darkflame wrote: |
...etc... Darkflame wrote: | ...etc... |
...etc... |
Darkflame is quoting Darkflame to make a comment to Darkflame about Darkflame's quote? Wait, did I miss something here? The only way this seems to make sense is if Darkflame is 0xtob masquerading as someone else... or is my conspiracy theory meter running a bit empty?
***edit*** nevermind... just realized it was a lack of a quote at the beginning of Oxtob's reply... I really need some sleep... heh.
0xtob - you have created an insomniac outta me... *must put pocket physics down - can't sleep, crayon'll eat me*
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Last edited by takieda on Sun Feb 24, 2008 12:23 am; edited 2 times in total
#151352 - Exp44 - Sun Feb 24, 2008 12:23 am
Nah - Darkflame simply messed up in double quoting Oxtob. If you go up a few posts and read Oxtob's long post, you'll figure it out.
#151361 - 0xtob - Sun Feb 24, 2008 12:36 pm
Darkflame: I see. This idea might certainly be fun for some physics puzzle games, but I think it's too complex for pocket physics.
Exp44: I pm-ed you my e-mail address. Anything that helps reproduce the "explosion" bug (the bug when things suddenly get a very high acceleration out of nowhere) is very helpful, because it's very hard to reproduce.
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#151362 - jay001 - Sun Feb 24, 2008 1:10 pm
^^ 0xtob i have a reproducable "explosive" bug but as i cannot save this will probly be extremely hard to send to you, as some1 else might be able to make this, this is how its done;
create a seesaw about half way down the screen, balance a few big objects on either end, a few small 1s aswell, (just to lag things up a bit) make it balance evenly. now play the simulation and quickly draw (as small as possible) little rectangles in the middle of the seesaw. this should if done correctly, make the little rectangle act really strange, ie. when it touches things it smacks them flying, it randomly jumps, or even flies away lol. me and my friends call this little rectangle the "superman".
EDIT: my saving is working properly now, maybe i can recreate this^.
also, my friends are seriously considering paying ?140 for a DS set up purely to play pocket physics. 0xtob, what have you done!
#151370 - woodbin - Sun Feb 24, 2008 7:34 pm
0xtob can you make a mini release with gravity changing? I tried 2 files by jay001 with changed gravity and its great! I have an idea about it. On the toolbar there would be a button "world settings" where you can change how much strong is gravity, in which direction is gravity force applied and later size of the paper, in which layer are you operating and other. Will you make a minirelease with gravity changing? Rewriting .pp files is a little bit uncomfortable :)
And the stamp idea is great also! (It will be great if the stamps will be stored in files, something like .pps :D)
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#151371 - 0xtob - Sun Feb 24, 2008 7:51 pm
Changing the gravity via stylus will come in a future release, but first I'll focus on speed and stability. I already achieved quite a dramatic speed increase over 0.5 hopefully I can get even more.
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#151383 - woodbin - Sun Feb 24, 2008 10:25 pm
0xtob what will happen when you edit an .pp file and set gravity to negative number?
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#151384 - Romaap - Sun Feb 24, 2008 10:38 pm
find it out yourself ;)
p.s. Can't wait to see some new functions in the next release!
#151385 - woodbin - Sun Feb 24, 2008 10:43 pm
If is my theory right, gravity will be pulling objects up. Am I right, 0xtob?
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#151389 - jay001 - Mon Feb 25, 2008 1:04 am
yes, everything that is negative will go the oposite way from down or right (up or left)
#151403 - Darkflame - Mon Feb 25, 2008 11:20 am
Quote: |
Darkflame is quoting Darkflame to make a comment to Darkflame about Darkflame's quote? Wait, did I miss something here? The only way this seems to make sense is if Darkflame is 0xtob masquerading as someone else... or is my conspiracy theory meter running a bit empty? |
tsk, actualy I'm a Skrull,Number 1, Jacob, and all five of the final five all rolled into one.
Quote: |
Darkflame: I see. This idea might certainly be fun for some physics puzzle games, but I think it's too complex for pocket physics. |
Fair enough, look forward too the next version :)
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#151409 - Mort Rouge - Mon Feb 25, 2008 1:52 pm
0xtob wrote: |
Sir_Voe wrote: | One suggestion that has crossed my mind is having sounds triggered when an object is first interacted with. For example, a line of dominos falling in succession could sound kind of like a xylophone being strummed. Maybe even have the tone based on object size. | You must clearly be a psychic. Actually, I started off playing with physics on the DS in order to make a physical sound toy (like eg. Electroplankton). But then I slapped the crayon theme on it and thought it was so cool that I continued along that track. The early versions even had sound when objects collided. A problem is the selection of a good set of sounds though. For example when doing a ragdoll simulation you'll want to use different sounds than when you're playing with dominoes. I guess I'll play around with that though, since Pocket Physics really is a bit quiet.
|
Well, maybe the best, and the easiest, alternative for this would be to use a simple scale such as a whole tone scale or a pentatonic scale for the musical implementation. Maybe we should be able to choose between them? Anyway, when two objects collide, it would pick a random tone and play it. Therefore, I consider a whole tone scale to be the best alternative, as it would both avoid clashing chromatic intervals, and also always sound logic, something that I wouldn't quite say a pentatonic scale would do (not meaning that it would sound strange, but it will not be optimal).
#151411 - Zanzan - Mon Feb 25, 2008 3:24 pm
Just registered to say this:
I bloody love this program! :D
Playing with this homebrew, I feel like a kid again.
#151412 - woodbin - Mon Feb 25, 2008 3:48 pm
Zanzan wrote: |
Just registered to say this:
I bloody love this program! :D
Playing with this homebrew, I feel like a kid again. |
Me too :D In all three points. PP is one of the greatest homebrew apps ever! :)
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#151425 - kaoD - Tue Feb 26, 2008 1:19 am
I did a quick read through the whole thread, so sorry if the question is repeated, but I didn't see it mentioned.
Am I the only one having problems saving with SuperCard Lite? The XML part seems to be written perfectly, but the image binary doesn't work at all, and it screws the whole file.
Tried with different DLDI patches (I did even try the new auto-patching DLDI for SC) but none of these did work.
It worked twice, with different DLDI patches, but it isn't working anymore.
#151428 - takieda - Tue Feb 26, 2008 2:19 am
Mort Rouge wrote: |
Well, maybe the best, and the easiest, alternative for this would be to use a simple scale such as a whole tone scale or a pentatonic scale for the musical implementation. Maybe we should be able to choose between them? Anyway, when two objects collide, it would pick a random tone and play it. Therefore, I consider a whole tone scale to be the best alternative, as it would both avoid clashing chromatic intervals, and also always sound logic, something that I wouldn't quite say a pentatonic scale would do (not meaning that it would sound strange, but it will not be optimal). |
two little ideas here:
1) I think the tone of the sound should be determined by the area enclosed by the line, OR, if the object is unclosed, by the length of the line. This would allow people to create musical pieces of art :)
2) what if we were allowed to add our own sound fonts, or sound libraries? i.e. add a .wav sound and be able to change the tone of it based on the size, etc.. or add a .sid, .mod, or .it file (I think all of those have some form of instrument description in them).
*edit* but I do agree, the tones should fall within the specific scales.. perhaps we could choose which scale to use? a whole scale to just start off with to make it easier to make nice sounding pieces, then go to the pentatonic, etc... allowing for more advanced musical scores :)
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#151431 - dantheman - Tue Feb 26, 2008 4:56 am
Hey, I've got an example of the canon-like direction changes you've been discussing. Originally I was just messing around with this file and then decided to add more and more rectangles during playback, watching them fall and land on the lever. Once I stopped and restarted it, I found that it almost always experienced the "physics just got owned" behavior as my friend calls it. Here's the file that exhibits the behavior:
http://danthemanms.googlepages.com/CRASH.PP
Of course, with so many objects on screen, I'm guessing it'll be rather hard to debug, but at least it's something. To be honest though it's actually more amusing to watch it screw up like that, hehe
#151435 - jay001 - Tue Feb 26, 2008 10:17 am
kaoD wrote: |
I did a quick read through the whole thread, so sorry if the question is repeated, but I didn't see it mentioned.
Am I the only one having problems saving with SuperCard Lite? The XML part seems to be written perfectly, but the image binary doesn't work at all, and it screws the whole file.
Tried with different DLDI patches (I did even try the new auto-patching DLDI for SC) but none of these did work.
It worked twice, with different DLDI patches, but it isn't working anymore. |
yes this has been answered before, 0xtob has a special build for SClite which doesnt have preview pictures, and it works fine on my SClite, i will PM the link to you.
#151438 - kaoD - Tue Feb 26, 2008 11:32 am
Thank you very much, I'm eagerly waiting for the PM :) (Got it, thanks)
As a suggestion for 0xtob, it would be great if you detect the SCLite DLDI signature, and if it's present, you just disable snapshot saving (Or maybe include it as an option.) But please, keep loading snapshots even if SCLite is present because downloading PP's from internet is awesome, and reading the image works great.
Why is the binary save broken in SCLite? Everything is saved perfectly, there's even a part of the image that's saved perfectly, but then just garbage is stored. I even had a file that had some strings out of your program (Well, it looked more like part of the physics lib) printed, like it was a buffer overflow or something like that.
If only I had enough knowledge to fix the DLDI bug by myself :(
By the way, if you could send me the source I'd be really thankful. My e-mail is da_kaodDELETETHIS@yahoo.es
Great job, 0xtob. I'm willing to have some free time to spend making some contributions to PP :)
#151509 - kurosakinaruto - Thu Feb 28, 2008 4:36 am
lol changing gravity=fun
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#151535 - poet - Thu Feb 28, 2008 5:58 pm
I guess you never hear it enough, so I'll say the obvious ...
I love Pocket Physics! Thanks a lot for all the time you put into it.
And like everyone else I have lots of ideas what you could do if you ever run out of ideas yourself ;)
- Child Mode: No button controls and a "difficult" (R+L+Select) key combo to return to normal mode. No reset on R+L. Tool mode set to "move".
The purpose of this mode would be to create a scene that can be played with by a child without the danger of breaking anything. I speak from experience with my own son who manages to move icons, close windows and rename files if left to his own. I think PP would be great for children if you could protect the scenes from being trashed and save over easily ;)
- When saving, spaces in the filename should be replaced and the file extension .pp should be added if not present.
- Some basic documentation on the XML file format.
I quickly got into editing the .pp files on my PC to improve accuracy and create exact objects to play with. Doing this there were a few points I noticed that might be good to document somewhere for others:
- Pins do have and do need IDs, though they are not written.
- The Parameters like friction and desity don't seem to have any effect. And I have no idea what restitution is meant to do anyway ;)
- I messed around with the XML and noticed that blank lines and skipping IDs is ok.
- "Closed" objects will not allow dynamic objects to be inside them. So a frame needs to be done with two open objects.
- Changes to "gravity_x" and "gravity_y" will load right, but will be overwritten when saving.
- The order of objects does make a difference in "complex" setups like a car (a box and two pinned "wheels"). Changing the order did make a little difference in dragging and jerking of the different parts. Or maybe I'm just imagining it ;)
- A "weight" parameter. How is the weight calculated anyway? Does the "density" take effect here?
I'ld love to see those unused parameters have an effect and I think you should add more "special" features to the XML file that are not accessible via the interface, so you can add more features while sparing you the trouble of building interfaces for them. Like the "sound on collision" feature, which I very much would love to see too. Combined with "object cloning" it would be possible to make scenes with "special objects" that could be arranged via the interface by anyone.
- "Marker" objects that don't affect the world. For additional information or just graphical beautification.
- Pining "markers" to dynamic objects to label them. These markers should not rotate, just move with their parent.
- Folders for the saved files. I have quite some of them myself already and some more downloaded form other people and I'ld like to separate them. Also I'ld like to separate my "work" and "final" scenes.
- Different backgrounds. Not sure if you meant that by the "skins" point on your ToDo ...
- A global "friction" parameter would be nice.
- Information on the format of the <image> so it can be decoded and used as a thumbnail on a website.
- A "Trace" and "SlowMotion" mode to find the kinks in difficult setups. "Trace" would leave shadow images of the dynamic objects of previous steps visible. "SlowMotion", obviously, would just do one step per second or so.
And on a realy nitpicking note:
- The Run/Pause and Reset Button are one pixel higher than they are "supposed" to be.
- A pixel wide border between the controls and the canvas could improve the look a bit.
That's it for now ;)
So, here are some of the scenes I've done. Might give you an insight on how i had those ideas and what their purpose is ...
http://www.poetic.net/pocketphysics/BILLIARD.PP
Not realy billiard as there is no global friction, just a setup of balls and a frame to play around with.
Obviously without gravitation, so don't save or gravitation will kick back in ;)
This is the source of the "global friction", "marker" and "label" ideas.
http://www.poetic.net/pocketphysics/CARJUMP1.PP
Basic car jump with a bit of hazard added to it. You can change the outcome by moving the positions of the balls just a little bit.
The car is reedited for improved accuracy, but the front wheel still jerks around sometimes.
http://www.poetic.net/pocketphysics/LOOPING2.PP
Hand made looping with reedited marbles for uniform size and better timing.
http://www.poetic.net/pocketphysics/LOOPING3.PP
A setup build from calculated looping objects. Though the friction only permits one looping to actually work.
The "trace" mode would have helped a lot in the fine tuning. Reduced friction would allow for much more complex setups.
http://www.poetic.net/pocketphysics/MARBLES1.PP
Orchestrated flow of marbles. This would make even more fun with collision sounds.
Reedited for uniform marbles and a little logo "artwork".
#151542 - Maxim - Thu Feb 28, 2008 7:28 pm
As posted previously, the preview images are base-64-encoded 15-bit-per-pixel raw images.
#151544 - poet - Thu Feb 28, 2008 7:51 pm
Thanks Maxim, I missed that.
And thanks to 0xtob for providing the php code, I couldn't have asked for more.
I just go to catch up on the developments of ds homebrew so I just skimmed a lot of what's already been written. So if there's anything else that's been suggested/answered before please don't be mad at me ;)
#151551 - jay001 - Fri Feb 29, 2008 12:09 am
i think that the file browser needs a bit of work too.
i would love to see seperate folders for saving into as it does get quite confusing, especially as i dont have preview pictures on mine :D
and i should say that the .pp saves website is going quite well, even though it is quite an effort to upload the saves. maybe someone else could give it a shot?
#151576 - splinter98 - Fri Feb 29, 2008 1:52 pm
poet wrote: |
...
- The Parameters like friction and desity don't seem to have any effect. And I have no idea what restitution is meant to do anyway ;)
...
- A "weight" parameter. How is the weight calculated anyway? Does the "density" take effect here?
|
Box2D uses physics on a 2D plane, so therefore I assume that it uses the mechanic maths of laminas where depth is negligible.
Density is mass x Volume. Volume = area in 2D therefore the density setting would affect its mass.
Weight = mass x Gravitational force therefore you wouldn't set a weight parameter as then gravity settings would not work, thus you would set a mass parameter but that again is covered by density. (Don't ask me why density is set instead of mass but it will be probably due to how Box2D uses the calculations)
Restitution is a constant that is used that determines how much speed the object will have after its collided with another. (Equation V1+V2=e(U1+U2) where e = restitution) Usually the restitution is between two objects so I am not sure how setting one for each object reflects the but its likely to be some simple calculation like adding them or multiples them or something. (that wasn't covered in my A level mechanics)
Hope that makes sense, and 0xtob keep up the good work, its been fun playing with this app and I look forward to future releases.
Splinter98
#151655 - samwyse - Sun Mar 02, 2008 12:14 am
I figure that 0.6 is already being worked on, so here are some ideas for the iteration after that. All of these are extensions to the .PP file; if a GUI interface is possible, that's great, but I think that a lot of people would be willing to edit the XML to get these features.Add a <bg> element that's just like <image>, only it specifies a different backdrop.
Add a color attribute to the circles and polygons.
Add a default color attribute for static objects, with transparent as an option.
Taken together, these would allow some very interesting demos to be created.
#151987 - woodbin - Fri Mar 07, 2008 10:05 pm
So, 0xtob, how is it going with 0.6? What new things we will se?
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#152040 - Darkflame - Sat Mar 08, 2008 9:24 pm
In order to appeal to demographic target groups, the next version will have lots of blood, nudity, and swearing.
There will also be collectable whoore cards for knocking over girls.
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#152042 - MechaBouncer - Sat Mar 08, 2008 10:02 pm
So they're boobs will make use of realistic physics?
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#152272 - Sweater Fish Deluxe - Thu Mar 13, 2008 2:44 am
I was just playing around last night, drawing some little cars and stuff and watching them zoom downhill and I got to thinking how cool it owuld be if the whole crayon aspect were emphasize even more in Pocket Physics.
Basically, you'd need two things. First, an additional drawing tool similar to the existing non-moveable freehand tool, but moveable objects wouldn't interact with it. This would just be for filling in the environment with trees or buildings or other background stuff. And second, you'd need a simple color chooser that allows you to pick any of the colors from the basic Crayola 8-pack.
I want my little buggy car to be able to drive past lush green trees underneath a beautiful yellow sun.
...word is bondage...
#152279 - asiekierka - Thu Mar 13, 2008 7:51 am
Yeah, this will be awesome.
I have a list of needed colors for me:
yellow (but some VISIBLE yellow)
red
green
blue
cyan
magneta
black
brown
Additional:
silver
orange
light blue (like, the sky blue)
white
#152298 - nczempin - Thu Mar 13, 2008 12:59 pm
Darkflame wrote: |
In order to appeal to demographic target groups, the next version will have lots of blood, nudity, and swearing.
There will also be collectable whoore cards for knocking over girls. |
and it'll be on the PSP...
It seems that below a certain age the DS is better, and above a certain age the same applies ;-)
#152302 - Sh4wn - Thu Mar 13, 2008 3:17 pm
Woot, I love your app! Very nice work, although it's not completely stable, it very fun to play! Keep on going!
I'm working also on a pp sharing site, completely dynamic, ratings, comments and upload, but the pp xml files aren't xml valid ;) There should be one 'root' element, containing all other elements:
Wrong:
Code: |
<?xml encoding="utf-8" version="1.0"?>
<tag>data</tag>
<tag2>
  <boo>beer</boo>
</tag2>
<foo>bar</foo>
|
Good:
Code: |
<?xml encoding="utf-8" version="1.0"?>
<root>
  <tag>data</tag>
  <tag2>
    <boo>beer</boo>
  </tag2>
  <foo>bar</foo>
</root>
|
Because of this, I can't validate the pp. Reading the <image> tag is still possible, but you can't use a xml reader or something. ;)
The root element can be named anything of course.
Another tip:
Maybe it's a good idea to add some author data to the savefiles, and a simple editor in the program.
Like author name, title and a description, and save it in the xml file.
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Pocket Physics Sharing Site
Last edited by Sh4wn on Thu Mar 13, 2008 3:34 pm; edited 2 times in total
#152304 - dougnukem - Thu Mar 13, 2008 3:30 pm
Pocket Physics is fantastic! I've been playing it on my NDS Lite homebrew setup. I was wondering when developing homebrew games what PC tools do you use to test it before trying it on your NDS. I haven't been able to find an emulator that runs Pocket Physics (I've tried IDeaS and DeSuMe)
#152350 - dantheman - Fri Mar 14, 2008 1:00 am
no$GBA runs PocketPhysics pretty well. It will pause for a few seconds at the beginning while it searches for FAT drivers, and will then continue after it gives up. You could possibly use FCSR to load already-made .pp files in, though you wouldn't be able to save new ones.
#152381 - Darkflame - Fri Mar 14, 2008 5:11 pm
Quote: |
Another tip:
Maybe it's a good idea to add some author data to the savefiles, and a simple editor in the program. |
Good idea, or, purhapes at least use the DS's userID string in the files.
(no interface needed then).
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#152384 - Sh4wn - Fri Mar 14, 2008 6:49 pm
Well, my PP sharing site is almost finished now, only the large previews are very ugly. That's because I just upscale the built in image, Maybe I should draw every element myself.
You can already upload, rate and comment, so if you want to share your PP save file, go to http://www.return1.net/site/pp
Currently using my own layout, because I'm not much of a graphic designer :P But if someone's a good designer, and would be so kind to create a new layout for this mini site, it would be highly appreciated. :)
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#152411 - Imaha486 - Sat Mar 15, 2008 7:17 am
This software is wonderful. ;)
#152432 - 0xtob - Sat Mar 15, 2008 8:54 pm
Friends of Sir Newton!
The new version 0.6 of Pocket Physics is out!
Get it from here!
This version was quite a lot of debugging work, but I'm really satistied with the result. There's good and bad news about the changes.
I'll tell you the bad news first:
- There are no new features, except for deleting sketches.
- Many of your existing sketches will no longer load in this version and if they do they will behave differently. This is due to changed in the new version of Box2D and also due to my optimizations. If you want to "rescue" a sketch, open the pp file in a text editor and check that all boxes are at least 6 pixels wide and that there are no extremely small or thin polygon shapes in there.
- The PP file format has changed because I introduced a root node to make the XML compliant. The old files will still load, but those of you who have written parser code for websites will have to update their code.
- Certain changes led to heavy objects being "restless" when lying on a flat surface.
And the good news is:
- Simulation is now incredibly fast! I optimized the hell out of it and it still runs at acceptable speed with 50 circles on the screen. This is probably as fast as it will get.
- Box2D now officially supports fixed point math and the DS target! Erin Catto has added the patches by Kavaler and me to the official SVN! Yay! Thanks a lot to Kavaler for his help with the fixed point port!
- I fixed the "explosion" bug. In case you're interested in what caused it: I'm using the DS's hardware div and sqrt functions both in the physics and in the drawing code. Usually the physics code gets interrupted by the drawing code. Now if the physics code was just waiting for a division result while being interrupted by the graphics, the result will be overwritten by the graphics code. When execution of the physics code in continued it will read back the wrong division result, which can have dramatic consequences. This also caused a lot of randomness and probably crashes. I fixed it by remembering the division/sqrt register values at the beginning of the vblank interrupt handler and writing them back at the end. Also, because of this fix:
- The randomness is gone! Everything is 100% deterministic now.
- There are no more crashes! Really, I can't get it to crash any more. If you can, please show me the pp file!
As Steve Jobs would say: This is the best release of Pocket Physics ever! Well, I wouldn't release it if it was worse than 0.5 :)
kaoD wrote: |
Am I the only one having problems saving with SuperCard Lite? The XML part seems to be written perfectly, but the image binary doesn't work at all, and it screws the whole file. |
I don't know what the problem is but the new version now also comes in a "no thumb" edition that doesn't save the thumbnails.
poet wrote: |
And like everyone else I have lots of ideas what you could do if you ever run out of ideas yourself ;)
- Child Mode: No button controls and a "difficult" (R+L+Select) key combo to return to normal mode. No reset on R+L. Tool mode set to "move".
The purpose of this mode would be to create a scene that can be played with by a child without the danger of breaking anything. I speak from experience with my own son who manages to move icons, close windows and rename files if left to his own. I think PP would be great for children if you could protect the scenes from being trashed and save over easily ;) |
Why not teach children how to use the (full) program? :) No, I know that children are like little gremlins and considering the amount of work you put in your sketches I can understand the idea. I'll add it to the list.
poet wrote: |
- When saving, spaces in the filename should be replaced and the file extension .pp should be added if not present.
|
The .pp extension is already added if missing. I see no need to replace spaces since they work fine.
Quote: |
- Some basic documentation on the XML file format.
|
Can do!
Quote: |
I quickly got into editing the .pp files on my PC to improve accuracy and create exact objects to play with. Doing this there were a few points I noticed that might be good to document somewhere for others:
- Pins do have and do need IDs, though they are not written.
|
IDs are counted up for pin objects as well, but actually they are only needed to determine which objects are pinned to one another. And since pins cannot be pinned, they don't need IDs.
Quote: |
- The Parameters like friction and desity don't seem to have any effect. And I have no idea what restitution is meant to do anyway ;)
|
They are only placeholders at the moment but will be used in the future. Think of restitution as the "bouncyness" of objects.
Quote: |
- "Closed" objects will not allow dynamic objects to be inside them. So a frame needs to be done with two open objects.
|
Actually one open object (with a small gap) will suffice. Then you can edit the XML to close the gap but still keep it open :)
Quote: |
- Changes to "gravity_x" and "gravity_y" will load right, but will be overwritten when saving.
|
True, I'll change this once changing the gravity is supported.
Quote: |
- The order of objects does make a difference in "complex" setups like a car (a box and two pinned "wheels"). Changing the order did make a little difference in dragging and jerking of the different parts. Or maybe I'm just imagining it ;)
|
True, the order in which objects are created in Box2D changes the behavior. Also, objects that are pinned must be placed before the respective pins in the XML file or else ... I don't know, but it'll be horrible :)
Quote: |
- A "weight" parameter. How is the weight calculated anyway? Does the "density" take effect here?
|
Sure, weight = density * volume.
Quote: |
I'ld love to see those unused parameters have an effect and I think you should add more "special" features to the XML file that are not accessible via the interface, so you can add more features while sparing you the trouble of building interfaces for them. Like the "sound on collision" feature, which I very much would love to see too. Combined with "object cloning" it would be possible to make scenes with "special objects" that could be arranged via the interface by anyone.
- "Marker" objects that don't affect the world. For additional information or just graphical beautification.
|
This will be possible once I implement the "layer" idea. Then you can just create a layer that does not interact with other layers and draw the markers there.
Quote: |
- Pining "markers" to dynamic objects to label them. These markers should not rotate, just move with their parent.
|
That would be possible, but I don't know it would really be worth the effort. Feel free to try to convince me :)
Quote: |
- Folders for the saved files. I have quite some of them myself already and some more downloaded form other people and I'ld like to separate them. Also I'ld like to separate my "work" and "final" scenes.
|
Yeah, my card is also quote full. I'll think about it.
Quote: |
- Different backgrounds. Not sure if you meant that by the "skins" point on your ToDo ...
|
By skins I mean a background plus a crayon texture, and maybe a color theme.
Quote: |
- A global "friction" parameter would be nice.
|
Once I added the functionality to change object parameters there's probably going to be a set of default properties that the user can define.
Quote: |
- A "Trace" and "SlowMotion" mode to find the kinks in difficult setups. "Trace" would leave shadow images of the dynamic objects of previous steps visible. "SlowMotion", obviously, would just do one step per second or so.
|
Good ideas! I'll add them to the list.
Quote: |
And on a realy nitpicking note:
- The Run/Pause and Reset Button are one pixel higher than they are "supposed" to be.
- A pixel wide border between the controls and the canvas could improve the look a bit.
|
You're right! How could I have overseen this! :)
Quote: |
So, here are some of the scenes I've done. Might give you an insight on how i had those ideas and what their purpose is ...
http://www.poetic.net/pocketphysics/BILLIARD.PP
Not realy billiard as there is no global friction, just a setup of balls and a frame to play around with.
Obviously without gravitation, so don't save or gravitation will kick back in ;)
This is the source of the "global friction", "marker" and "label" ideas.
http://www.poetic.net/pocketphysics/CARJUMP1.PP
Basic car jump with a bit of hazard added to it. You can change the outcome by moving the positions of the balls just a little bit.
The car is reedited for improved accuracy, but the front wheel still jerks around sometimes.
http://www.poetic.net/pocketphysics/LOOPING2.PP
Hand made looping with reedited marbles for uniform size and better timing.
http://www.poetic.net/pocketphysics/LOOPING3.PP
A setup build from calculated looping objects. Though the friction only permits one looping to actually work.
The "trace" mode would have helped a lot in the fine tuning. Reduced friction would allow for much more complex setups.
http://www.poetic.net/pocketphysics/MARBLES1.PP
Orchestrated flow of marbles. This would make even more fun with collision sounds.
Reedited for uniform marbles and a little logo "artwork". |
Wow, those are awesome! I especially liked the marbles one. Sadly this one is broken in the new PP version.
samwyse wrote: |
I figure that 0.6 is already being worked on, so here are some ideas for the iteration after that. All of these are extensions to the .PP file; if a GUI interface is possible, that's great, but I think that a lot of people would be willing to edit the XML to get these features.Add a <bg> element that's just like <image>, only it specifies a different backdrop.
|
I'm currently thinking of using a separate skin file that will define the look of all sketches. Or do you think per-sketch skins are better?
Quote: |
Add a color attribute to the circles and polygons. |
I'm definitely for making it more colorful, but I don't want to create confusion, since blue and red are established colors for dynamic/static objects. So I'm not sure if throwing this overboard is a good idea. On the other hand, I could use a different texture for static and dynamic objects.
Quote: |
Add a default color attribute for static objects, with transparent as an option. |
Yay, invisible walls!
Sweater Fish Deluxe wrote: |
I was just playing around last night, drawing some little cars and stuff and watching them zoom downhill and I got to thinking how cool it owuld be if the whole crayon aspect were emphasize even more in Pocket Physics.
Basically, you'd need two things. First, an additional drawing tool similar to the existing non-moveable freehand tool, but moveable objects wouldn't interact with it. This would just be for filling in the environment with trees or buildings or other background stuff. And second, you'd need a simple color chooser that allows you to pick any of the colors from the basic Crayola 8-pack. |
This will be possible if I implement both the layers and the colors ideas. Technically this might become difficult since drawing is quite expensive (thus the maximum of 50 objects). I either need to find a way to speed up drawing or make a real drawing layer that works like a traditional drawing program.
Sh4wn wrote: |
Woot, I love your app! Very nice work, although it's not completely stable, it very fun to play! Keep on going!
I'm working also on a pp sharing site, completely dynamic, ratings, comments and upload, but the pp xml files aren't xml valid ;) There should be one 'root' element, containing all other elements:
Wrong:
Code: |
<?xml encoding="utf-8" version="1.0"?>
<tag>data</tag>
<tag2>
  <boo>beer</boo>
</tag2>
<foo>bar</foo>
|
Good:
Code: |
<?xml encoding="utf-8" version="1.0"?>
<root>
  <tag>data</tag>
  <tag2>
    <boo>beer</boo>
  </tag2>
  <foo>bar</foo>
</root>
|
Because of this, I can't validate the pp. Reading the <image> tag is still possible, but you can't use a xml reader or something. ;)
The root element can be named anything of course.
|
Thanks for the hint! I fixed the XML format in the new version.
Quote: |
Another tip:
Maybe it's a good idea to add some author data to the savefiles, and a simple editor in the program. Like author name, title and a description, and save it in the xml file. |
Good idea! I also added that. The user nickname setting of the DS is now used as the author name in the PP files.
Great work on the PP sharing site! This is pretty close to what I imagined. A "sort by rating/author" feature would be cool! For rendering the sketches someone made a flash app that's already being used on pp.mnfu.com. I can give it to you if you want.
dougnukem wrote: |
Pocket Physics is fantastic! I've been playing it on my NDS Lite homebrew setup. I was wondering when developing homebrew games what PC tools do you use to test it before trying it on your NDS. I haven't been able to find an emulator that runs Pocket Physics (I've tried IDeaS and DeSuMe) |
I've bought the debug version of NO$GBA which is by far the best DS emulator around. I'm using gbfs and the fscr DLDI driver for testing file loading. For saving I still need the hardware.
Thanks again to everyone who suggested new ideas and reported bugs and those working on PP sharing websites! Without your input and motivation, pocket physics wouldn't be half as cool!
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#152443 - Sh4wn - Sun Mar 16, 2008 3:35 am
Damn 0xtob, very nice release, works like a charm now. I'm going to update my sharing site this evening, so it will support the new XML data.
This by far the coolest Homebrew game around, keep on going! :)
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Pocket Physics Sharing Site
#152446 - Exp44 - Sun Mar 16, 2008 4:36 am
The new version is out already? Why am I always the last one to find out? Oh well, shouldn't be wasting time complaining about it - I should be enjoying it! Thanks again, Oxtob!
#152449 - poet - Sun Mar 16, 2008 6:02 am
Great, I'll go check it out right away ... just need to reply first ;)
Quote: |
Why not teach children how to use the (full) program? |
I surely will, but he's not yet three years old, so no matter how much I "teach" him he still does fool around ... and I expect that will go on for quite a few more years ;)
He already save some trashed sketches, but thanks to the keyboard on the save screen he always changed the filename before actually saving.
Quote: |
The .pp extension is already added if missing. I see no need to replace spaces since they work fine. |
I'll check again, but when I tried PP out at first I didn't get anything saved, or rather loaded, as the files where missing the extension and truncated at the first space, but later on I also saw the extnesion being added. I'll get back if I find any repeatable error.
Quote: |
And since pins cannot be pinned, they don't need IDs. |
I'll check that out again. When starting to play with the XML I renumbered the objects with no regard to the pins and it would freeze loading/drawing just at the point where the markers were, maybe it was something else, but I think it worked after I accounted for the pins "hidden" Ids.
Same as above, you don't need to care about it now, if I find some "evidence" I'll get back to you ;)
Quote: |
This will be possible once I implement the "layer" idea. |
Layers would be great. I'ld imagine any layer to not interact with the others, so you could make objects move past/over each other.
And in regard to a later statement from you: If you could mark a whole layer as static, you'ld only have to draw it once.
Maybe even put it onto a different "screen hardware layer", but I'm not sure about your technical screen setup, so maybe that's not possible anyway.
Quote: |
Feel free to try to convince me :) |
The idea to pin markers to dynamic objects was born with the marbles and billiard sketches, where it would be nice to mark the balls/marbles to track their flow. Another idea involving the marbles was to put letters on them that arrange into a message after their "journey" completes. I hope that convinces you, but it's just a fun feature, so feel free to push it way down ;)
Quote: |
Or do you think per-sketch skins are better? |
I do think that would be most appreciated, as skins are just about style. So when you create a sketch you want it to have a specific style and if skins are not per-sketch they will look all the same on one device.
Also there are lots of possibilities with using a special background for just one sketch, it would be like a totaly-free-form drawing layer (that doesn't take any time to draw). Combined with the "colors" and "invisible wall" ideas it would make for a lot of fun ...
Quote: |
I'm definitely for making it more colorful, but I don't want to create confusion, since blue and red are established colors for dynamic/static objects. So I'm not sure if throwing this overboard is a good idea. On the other hand, I could use a different texture for static and dynamic objects. |
I'ld love more colors too, but I totaly got why there are just two colors. One solution I thought about was one color for dynamic objects, many for static objects, as colors are mostly interesting for the artwork, but it's not a "nice" solution as it still is very restricted. Different textures would be a "simple" solution that could go a long way. The "perfect" solution would be to have seperate "layout" and "coloring" modes to switch between.
And I'ld like to second an idea I've seen here before that I don't remember seeing noticed:
A "view pin" that sticks to one object and makes sure this object is being followed in the "close up" screen.
I hope you don't feel flooded by all the ideas and opinions ;)
You're doing a great job and it's your baby, so do as you see fit.
Thanks again for all the time you put into it.
#152458 - woodbin - Sun Mar 16, 2008 10:14 am
Wow!!! finnaly :) And, please,0xtob can you implement gravity changing in next release? Pretty please :)
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#152463 - Rocky5 - Sun Mar 16, 2008 12:11 pm
Cheers m8 great as usual thanks for this now there is no more crashing can start making some cool simulations.
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#152474 - Sh4wn - Sun Mar 16, 2008 3:11 pm
Update on my Pocket Physics Sharing site
- Author data is now read from the PP file.
- Only save files from PP 0.6 or higher is allowed
- Large previews are completely rendered by my PHP script, which reads every position of every element in PP file. (So they look proper now, example)
- The PP version is shown at the view page
http://www.return1.net/site/pp
Want to know how I render all elements? Here's the PHP source:
http://www.return1.net/site/scripts/view/11/
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#152484 - 0xtob - Sun Mar 16, 2008 5:28 pm
poet wrote: |
Quote: | Or do you think per-sketch skins are better? |
I do think that would be most appreciated, as skins are just about style. So when you create a sketch you want it to have a specific style and if skins are not per-sketch they will look all the same on one device.
Also there are lots of possibilities with using a special background for just one sketch, it would be like a totaly-free-form drawing layer (that doesn't take any time to draw). Combined with the "colors" and "invisible wall" ideas it would make for a lot of fun ...
|
Sure, if you want to give your sketches a certain theme, per-sketch skins are the way to go. Very well, I'll do it like that.
poet wrote: |
Quote: | I'm definitely for making it more colorful, but I don't want to create confusion, since blue and red are established colors for dynamic/static objects. So I'm not sure if throwing this overboard is a good idea. On the other hand, I could use a different texture for static and dynamic objects. |
I'ld love more colors too, but I totaly got why there are just two colors. One solution I thought about was one color for dynamic objects, many for static objects, as colors are mostly interesting for the artwork, but it's not a "nice" solution as it still is very restricted. Different textures would be a "simple" solution that could go a long way. The "perfect" solution would be to have seperate "layout" and "coloring" modes to switch between. |
I'm not sure I understand the "perfect" solution. Could you explain further?
poet wrote: |
And I'ld like to second an idea I've seen here before that I don't remember seeing noticed:
A "view pin" that sticks to one object and makes sure this object is being followed in the "close up" screen.
|
That's a good idea, but as I pointed out it's not suitable for rube goldberg style contraptions where you don't have a single object that you can follow, but a chain reaction involving several objects. Another idea I just had while watching some of the brilliant sketches by Sh4wn was to keyframe camera movement. This might be a little overkill, but you could define camera movement by defining camera positions at certain points in time, and then when you play back the sketch in "showcase" mode, the camera path is interpolated between the points using hermite splines. This would however involve a great deal of programming and I'm not sure if I can put that much effort into it at the moment.
woodbin wrote: |
Wow!!! finnaly :) And, please,0xtob can you implement gravity changing in next release? Pretty please :) |
I'm still undecided on the feature set of 0.7. After all, 0.6 just came out, so give me a little break first :)
Sh4wn wrote: |
Update on my Pocket Physics Sharing site
- Author data is now read from the PP file.
- Only save files from PP 0.6 or higher is allowed
- Large previews are completely rendered by my PHP script, which reads every position of every element in PP file. (So they look proper now, example)
- The PP version is shown at the view page
http://www.return1.net/site/pp
Want to know how I render all elements? Here's the PHP source:
http://www.return1.net/site/scripts/view/11/ |
Hey, very cool! And that's probably the cleanest-looking PHP code I ever saw! I didn't know you could code PHP and make the code look pretty :) Anyway, if you want I can give you the crayon texture I'm using. Maybe you can incorporate it into your drawing code, so the sketches look more "crayony".
A suggestions for your site: Could the comments be shown on the same page as the sketch? I think it's better if you see the comments and the screenshot together, and also it would reduce the amount of clicks needed.
Anyway, very great work with the site! Looking forward to further awesome sketches!
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#152493 - Sh4wn - Sun Mar 16, 2008 6:10 pm
0xtob wrote: |
Sh4wn wrote: | Update on my Pocket Physics Sharing site
- Author data is now read from the PP file.
- Only save files from PP 0.6 or higher is allowed
- Large previews are completely rendered by my PHP script, which reads every position of every element in PP file. (So they look proper now, example)
- The PP version is shown at the view page
http://www.return1.net/site/pp
Want to know how I render all elements? Here's the PHP source:
http://www.return1.net/site/scripts/view/11/ | Hey, very cool! And that's probably the cleanest-looking PHP code I ever saw! I didn't know you could code PHP and make the code look pretty :) Anyway, if you want I can give you the crayon texture I'm using. Maybe you can incorporate it into your drawing code, so the sketches look more "crayony".
A suggestions for your site: Could the comments be shown on the same page as the sketch? I think it's better if you see the comments and the screenshot together, and also it would reduce the amount of clicks needed.
Anyway, very great work with the site! Looking forward to further awesome sketches! |
With the crayon texture, you mean the 'paper' background? Yeah currently I just made a screenshot of no$gba and used the clone stamp tool of photoshop to remove the black rectangle of the view :P But the original image would be better I think :)
And comments are now on the same page as the preview :)
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#152494 - 0xtob - Sun Mar 16, 2008 6:29 pm
By texture, I meant the image I'm using for the lines. I uploaded it here, and the background is here. By the way, you can toggle the screen rectangle by pressing select.
Thanks for putting the comments under the sketch view, I think it's much better now :)
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#152495 - Sh4wn - Sun Mar 16, 2008 6:36 pm
0xtob wrote: |
By texture, I meant the image I'm using for the lines. I uploaded it here, and the background is here. By the way, you can toggle the screen rectangle by pressing select.
Thanks for putting the comments under the sketch view, I think it's much better now :) |
Ah, well, I think the GD library doesn't have support for using your own textures...
It's true is doesn't look very crayonish, but it's good enough for me :P
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#152497 - 0xtob - Sun Mar 16, 2008 6:53 pm
I also just had a look at the gd functions and it doesn't seem there's a function for glueing an image into another one using a custom transformation, and doing it manually will be quite involved. I think it looks OK as it is. Still, if you want to try the flash viewer, I can send it to you.
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#152500 - jay001 - Sun Mar 16, 2008 7:53 pm
does this mean that we can customise our crayon texture, so i could have a perfect straight white line with no texture on a black background?
and i have to say the speed has changed a hell of a lot from the first version of PP.
great work 0xtob
#152504 - garethfc - Sun Mar 16, 2008 10:16 pm
0xtob wrote: |
garethfc wrote: | maybe a Checkpoint button (making the current moment the initial) would be ok | good idea, I'll add that to the list. |
that's why I love the Internet =)
take a look to this image please: http://xs125.xs.to/xs125/08110/ppbug391.jpg
I am not sure, but I think that if the situation on frame 4 was possible, then the last bug is not a bug
I'm not good in physics. maybe I'm wrong
the checkpoint button could "fix" (not really, only if people dont reset) the first bug (and the second one too if i'm wright)
...and make shape rotation much easier
sorry for my english by the way
#152506 - tondopie - Sun Mar 16, 2008 10:24 pm
this game is better than Heroin Hero!
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#152510 - pas - Sun Mar 16, 2008 11:27 pm
I wanna add:
- an Element Counter (so we can see how much we have left for our projects)
- a duplicated shapes
- undo & redo
- library function (so we can just slide a element we drew into our library and reuse it every time (saving to card would rock).[Maybe a menu that pops up so we can select elements in the library would prove useful ?]
- making the crosses in the file selection screen bigger cause deleting files is hard with those small things.
to the to-do list, if I dubble posted things that are already there, feel free to ignore them as I'm to tired to recheck now.
Anyway, congrats on getting this running so stable and fast !
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#152521 - inthearmsofsleep - Mon Mar 17, 2008 2:35 am
This could very well become an officially licensed game (or at least as good as one)... I love it.
#152542 - CurlyCarlos - Mon Mar 17, 2008 2:51 pm
0xtob, this release is fantastic! The speeds are just incredible. One thing I have found is that if you were to do a long, skinny rectangle with the thin ends up, (pretty much a vertical line) and placed a centered pin on it, ideally the rectangle would just wait, perfectly balanced. I've tried this but it seems that all of my rectangles fall to one side or another. Is this an easily fixable bug, or is there something that I should be doing?
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#152544 - Sh4wn - Mon Mar 17, 2008 4:25 pm
CurlyCarlos wrote: |
0xtob, this release is fantastic! The speeds are just incredible. One thing I have found is that if you were to do a long, skinny rectangle with the thin ends up, (pretty much a vertical line) and placed a centered pin on it, ideally the rectangle would just wait, perfectly balanced. I've tried this but it seems that all of my rectangles fall to one side or another. Is this an easily fixable bug, or is there something that I should be doing? |
Yeah I have the same thing, often when I create a simple rectangle, and add a pin to center of it, it just falls. I managed to create one rectangle which didn't move with a pin in the center.
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#152545 - octatone - Mon Mar 17, 2008 4:32 pm
thanks for the update! can't wait to try it when i get home!
#152550 - lambi1982 - Mon Mar 17, 2008 5:59 pm
materials would be nice. for example. having a long line with say Fabric or soft added to it. when activated it would fall like string and the same for a circle, it would flatten. instead of pinning 20 small lines together.
So fun making ropes :)
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#152551 - pas - Mon Mar 17, 2008 6:04 pm
#152591 - Sweater Fish Deluxe - Tue Mar 18, 2008 12:54 am
[quote="0xtob"] poet wrote: |
I'ld love more colors too, but I totaly got why there are just two colors. One solution I thought about was one color for dynamic objects, many for static objects, as colors are mostly interesting for the artwork, but it's not a "nice" solution as it still is very restricted. Different textures would be a "simple" solution that could go a long way. The "perfect" solution would be to have seperate "layout" and "coloring" modes to switch between. |
I'm not sure I understand the "perfect" solution. Could you explain further?
poet wrote: |
And I'ld like to second an idea I've seen here before that I don't remember seeing noticed:
A "view pin" that sticks to one object and makes sure this object is being followed in the "close up" screen. |
Yeah, I would love that feature as well. It wouldn't be perfect for all creations, but if it were an option, I would certainly use it a lot. It could be like a special pin, if you attach it to an object, the closep screen follows that object during playback. If you don't attach the pin anywhere then everything works just the same as in the current version. If the player manually changes the location of the closeup during playback then I think it would be best to ignore the "camera pin" from then on until playback stops and restarts.
The keyframe camera movement idea is good as well, but would be too complicated to be useful during the actual construction of world. It would be great for final presentations, though.
I'd also like to bring back the suggestion that I made earlier that may have been forgotten to allow motion card users to toggle between motion card gravity and regular gravity. If you're going to be allowing user changes to the gravity anyway, this should be easy to implement.
How many other people here are using a motion card/pak with Pocket Physics? I find that it totally changes the way I play. When I'm not using my motion card, I mostly set up scenes and then watch them play out. With the motion card, though, you can control the movement of objects (though now you have to be careful to not let them move outside the simulation field or else they're gone forever), so I find that it's often more fun to constantly be in playback mode and add new elements and delete old ones as I feel all while keeping the playback running. It's much more fluid and game-like with a motion card.
...word is bondage...
#152605 - poet - Tue Mar 18, 2008 3:11 am
0xtob wrote: |
I'm not sure I understand the "perfect" solution. Could you explain further? |
"Layout mode" is what we have now. When switching to "coloring mode" all the buttons to create or modify the layout are gone and you get one button to select a color, one to assign that color to a shape and one to pick a color from a shape. All you actually do in this mode is set the colors of the shapes. When you switch back to "layout mode" you still have the systematic coloring, but in "playback mode" you again see the shapes in the colors you assigned. That way you have total control over layout and coloring without it getting too complicated or restricted to do either.
Also pins should be hidden in "coloring mode" like in "playback mode" and there could be more or different buttons (assign differen textures? switch shapes between filled or outlined?). Anyway, I hope you get what I was aiming at ...
Also, if you feel like it and have lots of time, it would be cool if you could rework the toolbar interface so you have just one button visible for any group (create/modify/playback/files/type) and a submenu poping up when you touch that button with the different modes you can select from. That way you could minimize the toolbar quite a bit.
For the object type button you could just make it toggle like the play button if you need some space.
Also it might be good to disabled/hidden the save/load buttons in "playback mode".
Anyway, I didn't have much time to really check out the new version yet, but just from a little tinkering I am realy amazed about the speed increase and the 100% repeatability is fantastic just as well, though it was fun to have different possible results ;)
About the filename problem I had: When I tried to save "test 1" I got a file named "test.pp". So the extension was added but the name truncated after the space. Different result than the first time, but I'll fool around some more soon ...
And my son still manages to freeze the interface. No idea how he does it as I only get to see it when it's done. Scrolling still works then but nothing else.
I might be repeating myself, but I just feel I need to tell you not to get into to much pressure from all the ideas and wishes flooding in. You're doing a great job and doing the internal upgrades while ditching the feature wishes for this version was the right choice. Do as you see fit, don't feel bad about it.
#152624 - Rocky5 - Tue Mar 18, 2008 12:32 pm
New video of my upcoming contraption a Catapult.
Catapult Test
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SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#152625 - Sh4wn - Tue Mar 18, 2008 1:12 pm
Could the element limit be inmcreased? I'm out of elements pretty often :P
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#152626 - Darkflame - Tue Mar 18, 2008 2:49 pm
inthearmsofsleep wrote: |
This could very well become an officially licensed game (or at least as good as one)... I love it. |
oh, absolutely.
This is far far better then many commercial ds games.
Its very suitable for the system, creative, and easy to use.
I think the only mods neccessery for a full commercial game would be a little bit of structure, and some titles.
By structure, I mean as well as the "sandbox" mode, have a few incredible-machine type challanges.
(normaly "get this ball from X to Y" , with a few uneditable things in the way...that sort of thing).
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#152638 - woodbin - Tue Mar 18, 2008 7:25 pm
Wow, that catapult is FANTASTIC!!!!! Can you share it somewhere or write here how did you make it? Pretty please :)
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#152645 - pas - Tue Mar 18, 2008 8:40 pm
Sh4wn wrote: |
Could the element limit be inmcreased? I'm out of elements pretty often :P |
It can't be increased... but maybe a element counter in the top right would help ?
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#152650 - Sh4wn - Tue Mar 18, 2008 11:21 pm
pas wrote: |
Sh4wn wrote: | Could the element limit be inmcreased? I'm out of elements pretty often :P |
It can't be increased... but maybe a element counter in the top right would help ? |
Huh, why not? Would it use to much resources? But with the latest speed improvements, I think the limit could be increased?
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#152653 - pas - Wed Mar 19, 2008 12:32 am
as long as you don?t redo the complete engine it shouldn?t be possible because the DS only supports 50 3d objects and 128 2d ones, or 0xtob ?
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#152689 - Sutebo15 - Wed Mar 19, 2008 7:30 pm
En espa?ol:
BUGS:
Nota: Utilizo R4
- Si no tienes creaciones guardadas y entras en la carpeta el juego deja de funcionar (se queda paralizado)
- Cuando dibujo objetos movibles hay veces que el juego deja de funcionar haciendo el ruido de como si aun estuviera dibujando sobre la pantalla.
- Algunos objetos con chincheta, al ser golpeados giran descontroladamente de forma irreal, y nunca se detienen.
SE PODR?A HACER LO SIGUIENTE:
- Poder ampliar o alejar la pantalla superior y la inferor. (ZOOM)
- Poder elegir el peso de los objetos con los colores. Ejemplo: Azul: Normal / Verde: Ligero / Gris: Pesado / Negro: Muy pesado.
- Elegir la velocidad de reproducci?n de la secuencia
- Poder elegir uno de los objetos que quieres que siga la c?mara despu?s de dar al "Play"
Gracias por leerme. Perd?n por no saber ingles.
________________
In English: (Translated by a program, sorry)
BUGS:
Note: I use R4
- If you do not have guarded creations and enter the folder the game it stops working (he remains paralyzed)
- When I draw movable objects there are times that the game stops working doing the noise of as if I even was drawing on the screen.
- Some objects with thumbtack, struck turn the being over-excited of unreal form, and they never stop(detain).
IT MIGHT DO THE FOLLOWING THING:
- To be able to extend or remove the top screen and the low one. (ZOOM)
- To be able to choose the weight of the objects with the colors. Example: Blue: Normal / Green: Light / Gray: Heavy / Black: very heavy.
- To choose the speed of reproduction of the sequence
- One of the objects is able to choose that you want that you continues the camera after giving the "Play"
Thank you for reading myself. Sorry for doesn't know english
#152703 - Sweater Fish Deluxe - Wed Mar 19, 2008 9:54 pm
pas wrote: |
as long as you don?t redo the complete engine it shouldn?t be possible because the DS only supports 50 3d objects and 128 2d ones, or 0xtob ? |
There's a whole range of numbers for how many polygons the DS can display onscreen, depending on what effects or what mode you'r ein or something, I guess. I've never seen anything as low as 50, though. Commercial 3D games certainly do better than that. And PAlib's 3D sprites function allows you to have up to 1024 individual flat polygons onscreen. Since 0xtob isn't using PAlib, I would assume he should be able to get even better performance, rather than worse.
That's only for one screen at a time, though. For the the other screen, you're still limited by the 128 sprite 2D engine unless you can accept a framerate drop to use 3D on both screens. There may also be some ways around the sprite limit--at least for simple line graphics like in Pocket Physics--by using the framebuffer mode or something.
...word is bondage...
#152707 - Sh4wn - Wed Mar 19, 2008 10:47 pm
I hope it's possible to increase the limit :)
By the way, I spoke to Adam Hoyle, to creator of the PP flash viewer, and he shared the code with me, which gave me some ideas to create a crayon effect with PHP. So I hope my previews have soon nice looking crayon lines. :)
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#152771 - antiaverage - Thu Mar 20, 2008 6:27 pm
All these fancy, tricked-out ideas are interesting, but I really admire the simplicity of Pocket Physics. I do hope you are sticking to the more bare-bones, seemingly essential features of a physics simulator first before moving on to the glitter and shine.
Object property implementation and object property customization implementation seems to be something that should be at the top of the list now. The overlying principle during this implementation should be simplicity first. As they say, keep it simple. I strongly feel following this ideal is pivotal to the successful development of Pocket Physics, but of course that's just an opinion.
Here is what I propose as the next essential set of additions now that some excellent speed optimization and crash prevention has been implemented.
Object property implementation:
functioning density setting
functioning friction setting
functioning restitution setting
functioning rigid/soft body setting (maybe for later)
It would be nice to be able to change the volume of the object as well, however I feel that is not as necessary yet, as it is just as easy to delete the object and recreate it for the moment.
Object property customization implementation:
Selection tool - click objects once to select and be presented with a set of sliders/gui objects to adjust all properties.
Duplication tool - click and drag an object just as you would with the move tool, although instead of moving the object this will create a duplicate of the object and move it along with the drag. or, you can look at it as moving the object and leaving a copy behind in the original location.
It would be nice to have group functions for all the tools (move, delete, select, duplicate). However, I feel that is not necessary yet. Priority should first be given to fleshing out the available single object editor.
Beyond these additions, I feel the next step would be to add adjustment of world settings, implement rigid/soft bodies, and then work on group functions.
Out of curiosity, would it be possible to help in these implementations?
Also, on a more trivial note, in your first post it says you are maybe working on having pins auto-center. Wasn't this addressed in the latest release? You also mention in the other section that you may allow deleting pins without deleting the object they're pinned through. Isn't this also already implemented? If so, great job! You can remove those from the list now ^_^
#152777 - woodbin - Thu Mar 20, 2008 7:13 pm
I have an idea,I think it was mentioned here earlier, but i will still write it :)
A forcer tool
When you draw a line with it, it will make a field, ( for ex. yellow arrow >), it will be stronger when you draw it larger. When an object appear on area of "forcer", the object will be kicked in that direction in what direction was the forcer drawn.
o
> > >
>o> >
> >o>
Do you know what i mean? Sorry for my bad eng :)
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#152784 - inthearmsofsleep - Thu Mar 20, 2008 8:25 pm
woodbin wrote: |
I have an idea,I think it was mentioned here earlier, but i will still write it :)
A forcer tool
When you draw a line with it, it will make a field, ( for ex. yellow arrow >), it will be stronger when you draw it larger. When an object appear on area of "forcer", the object will be kicked in that direction in what direction was the forcer drawn.
o
> > >
>o> >
> >o>
Do you know what i mean? Sorry for my bad eng :) |
Yeah, sort of like a high-speed conveyor belt. I think that's a great idea.
#152785 - pas - Thu Mar 20, 2008 8:26 pm
Well, woodbin, it sounds interesting, but it will most likely end up in the other list.
I think the library, speed up, layer and object attribut change functions should be the most importatns for now.
Offtopic, I saw a commercial German DS game that looks exactly like the incredible Machine for the DS (*dreams about a homebrew port for a neoflash compo come back*)... May it be that they used your 2D Box library without asking 0xtob ?
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#152798 - Dudu.exe - Thu Mar 20, 2008 11:13 pm
You having made a amzing job on this app .. many thanks!!!
I just miss a gravity orientator.. like in this video
http://br.youtube.com/watch?v=d7eGypGOlOc
and some of the sugestions in this topics look really cool.. thanks again!
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#152845 - Rocky5 - Fri Mar 21, 2008 5:09 pm
I love this app but saving is a bit buggy some times it doesn't seem to save projects but the thing is it does but it doesn't always put the .pp at the end so you end up with 5 or six files names test that are in the sketch folder also you removed the overwrite yes or no question this was useful as its easy to save over another project apart from this its great the speed increase is brilliant and the new pin system works great to.
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#152847 - pas - Fri Mar 21, 2008 5:28 pm
I don?t get how the "snap to center of gravity" works, could you perhaps explain it to me ?
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#152848 - Rocky5 - Fri Mar 21, 2008 5:30 pm
The green pin will snap to the centre of any object basically auto centring.
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SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#152857 - Dudu.exe - Fri Mar 21, 2008 8:14 pm
Btw.. if you do not have any .pp file in data folder.. the games shows a message " Nothing here yet " and there is no going back to the main screen!!! you have to restarst NDS to play again!
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#152873 - antiaverage - Sat Mar 22, 2008 1:43 am
Dudu.exe wrote: |
Btw.. if you do not have any .pp file in data folder.. the games shows a message " Nothing here yet " and there is no going back to the main screen!!! you have to restarst NDS to play again! |
Yeah, that bug has been around for a while.
#152888 - poet - Sat Mar 22, 2008 4:40 am
pas: Just try moving the pin around a bit near the center of an object and you will see. When you move the stylus near the center the pin snaps to the exact center. You need to be close to the center, but you'll see ...
Rocky5: I had the same bug when I first started with Pocket Physics, but I haven't been able to reproduce this bug since then.
#152902 - pas - Sat Mar 22, 2008 12:04 pm
Well, pin centering works,I just wished that it would work by enabling a button and then clicking anywhere in the object, cause it?s kinda hard to pull off on specific shapes (atleast for me)
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Last edited by pas on Sat Mar 22, 2008 2:50 pm; edited 1 time in total
#152903 - jay001 - Sat Mar 22, 2008 12:05 pm
Dudu.exe wrote: |
Btw.. if you do not have any .pp file in data folder.. the games shows a message " Nothing here yet " and there is no going back to the main screen!!! you have to restarst NDS to play again! |
the button is actualy there! you just cant see it. click around in the emty space, u should find it.
#152968 - Sh4wn - Sun Mar 23, 2008 2:44 pm
Another update on my Pocket Physics sharing site :)
- Added pagination
- You can sort now on rating downloads and date.
- Tweaked the large previews, all lines are drawn on the right position, and it looks a bit more crayonisch, but I'm still tweaking that.
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#152981 - garethfc - Sun Mar 23, 2008 6:29 pm
what about "blow into the mic" option?
you place a "triangle" icon on the screen (background only I guess) or something like a megaphone or a "<"
choose it's angle (with the stylus)
when you need tu move something just blow into the mic (harder or softer depending on what you want)
image: click
maybe just one megaphone per project would be ok
is this possible? (please)
I think it would be dificult to make it like a conical wind opening
but it could be lineal, only moving thing that are in front the megaphone
another similar idea: fan
it's the same, but it's not necessary to blow
just choose position, angle and strongness
bye
sorry for my english
#153021 - woodbin - Mon Mar 24, 2008 8:45 am
Interesting, ideas, i hope that 0xtob will implement them :)
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#153028 - antiaverage - Mon Mar 24, 2008 11:59 am
woodbin wrote: |
Interesting, ideas, i hope that 0xtob will implement them :) |
As long as he sticks to the basics first...
#153053 - Devil_Spawn - Mon Mar 24, 2008 4:36 pm
garethfc wrote: |
what about "blow into the mic" option?
you place a "triangle" icon on the screen (background only I guess) or something like a megaphone or a "<"
|
this idea is great!
#153055 - antiaverage - Mon Mar 24, 2008 5:00 pm
#153064 - Darkflame - Mon Mar 24, 2008 6:36 pm
Nice ideas but, just speaking as a player, Id rather have the ability to make puzzles for people with PP before getting over the top with using the ds's features.
So, basicaly, some way to have a level made but with limits and a goal of what someone has to do.
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#153164 - Mort Rouge - Tue Mar 25, 2008 10:40 pm
Got my DS some days ago! Pre-pwned, but who cares?
Sp I've tried PP for real now, and of course ? it owns. Thans Oxtob!
#153229 - Sweater Fish Deluxe - Wed Mar 26, 2008 7:05 pm
Darkflame wrote: |
Nice ideas but, just speaking as a player, Id rather have the ability to make puzzles for people with PP before getting over the top with using the ds's features.
So, basicaly, some way to have a level made but with limits and a goal of what someone has to do. |
Obviously everyone has different ideas about where Pocket Physics should go or what should be done first. I like most of the ideas people have had, but *MY* preference would be for improved aesthetics. Especially, he ability change the background image (sound like that may be in the next release) and draw in multiple colors.
So far I think 0xtob is doing an excellent job of balancing everyone's different expectations. However as the PP gets better and better and the audience grows, that's going to become more and more difficult to do. Early on, he mentioned the idea that the project would go open source. Personally, I'm really glad that he decided to keep updating it himself and got it to the level where it is now rather than opening it and abandoning it like he originally planned, since I doubt it would have developed much from the initial stage without his work. But now maybe open source would be a good idea since the basic engine seems very stable and most people's requests are for more ephemeral stuff at this point. Opening it up certainly wouldn't mean 0xtob couldn't continue to work on it himself anymore, either.
...word is bondage...
#153230 - antiaverage - Wed Mar 26, 2008 7:43 pm
#153254 - Darkflame - Thu Mar 27, 2008 2:19 am
Well, sure, you gota factor in time too.
Is a feature worth developing? is result worth effort?
imo,custom background settings are because its easy to do compared to a lot of other things asked for.
My suggestion would take a lot more planning/thinking about,so I'm not expecting it. I just would rather have that sort of gameplay over some other ideas.
As you say, many people, many different ideas.
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#153404 - 0xtob - Sat Mar 29, 2008 7:35 pm
Wow, quite some comments have accumulated here! I was rather busy with university so I didn't have time for answering yet. Since it's quite a lot I was rather brief, so don't take it personal that some questions are answered very shortly. Anyway, here goes:
jay001 wrote: |
does this mean that we can customise our crayon texture, so i could have a perfect straight white line with no texture on a black background? |
Yes
We already discussed this previously, and it's probably rather complicated to fix properly. An easy and lazy way would be to forbid pinning in pause mode completely, since it isn't that useful anyway.
pas wrote: |
I wanna add:
- an Element Counter (so we can see how much we have left for our projects) |
I'd rather increase the object limit so there is no need for that.
pas wrote: |
- a duplicated shapes
- undo & redo
- library function (so we can just slide a element we drew into our library and reuse it every time (saving to card would rock).[Maybe a menu that pops up so we can select elements in the library would prove useful ?] |
See todo.
pas wrote: |
- making the crosses in the file selection screen bigger cause deleting files is hard with those small things. |
Right. Can do.
CurlyCarlos wrote: |
0xtob, this release is fantastic! The speeds are just incredible. One thing I have found is that if you were to do a long, skinny rectangle with the thin ends up, (pretty much a vertical line) and placed a centered pin on it, ideally the rectangle would just wait, perfectly balanced. I've tried this but it seems that all of my rectangles fall to one side or another. Is this an easily fixable bug, or is there something that I should be doing? |
Yes, I'm aware of this, but it's rather hard to fix. The problem is that due to rounding errors in the corrdinate system conversion (box2d uses a different coordinate system than pixels) the pin is not exactly centered. At the moment if you miss the center you have to recreate the box and try again. I added this to the known bugs.
lambi1982 wrote: |
materials would be nice. for example. having a long line with say Fabric or soft added to it. when activated it would fall like string and the same for a circle, it would flatten. instead of pinning 20 small lines together. |
These would have to be implemented in the physics library first. Erin Catto has ropes on his todo list though :)
Sweater Fish Deluxe wrote: |
I'd also like to bring back the suggestion that I made earlier that may have been forgotten to allow motion card users to toggle between motion card gravity and regular gravity. If you're going to be allowing user changes to the gravity anyway, this should be easy to implement. |
Right, I can just periodically check if the motion card was ejected and switch back to normal gravity then. You know you can enable the motion card after inserting it by pressing L+R, do you?
poet wrote: |
0xtob wrote: | I'm not sure I understand the "perfect" solution. Could you explain further? |
"Layout mode" is what we have now. When switching to "coloring mode" all the buttons to create or modify the layout are gone and you get one button to select a color, one to assign that color to a shape and one to pick a color from a shape. All you actually do in this mode is set the colors of the shapes. When you switch back to "layout mode" you still have the systematic coloring, but in "playback mode" you again see the shapes in the colors you assigned. That way you have total control over layout and coloring without it getting too complicated or restricted to do either.
Also pins should be hidden in "coloring mode" like in "playback mode" and there could be more or different buttons (assign differen textures? switch shapes between filled or outlined?). Anyway, I hope you get what I was aiming at ... |
I'm thinking about this. Not sure if it might confuse the user. Also it's not natural to draw a line in one color and then change the color afterwards. OK, then again it's not natural that things you draw come to life on the paper :) Still, I'm searching for a more elegant and natural solution for having more colors.
poet wrote: |
Also, if you feel like it and have lots of time, it would be cool if you could rework the toolbar interface so you have just one button visible for any group (create/modify/playback/files/type) and a submenu poping up when you touch that button with the different modes you can select from. That way you could minimize the toolbar quite a bit.
For the object type button you could just make it toggle like the play button if you need some space. |
I could, but I'd have to extend my GUI toolkit to suport this first and I think it's easier to see all the functionality of the program at once. So I'm not sure it's worth the pixels.
poet wrote: |
About the filename problem I had: When I tried to save "test 1" I got a file named "test.pp". So the extension was added but the name truncated after the space. Different result than the first time, but I'll fool around some more soon ... |
Hm, this seems to be a problem with some flashcards. For now, juat avoid spaces :)
poet wrote: |
And my son still manages to freeze the interface. No idea how he does it as I only get to see it when it's done. Scrolling still works then but nothing else. |
Yes, it can still be frozen, but you have to put more effort into it now :) I'll fix this stuff eventually, but at the moment I'm more in the mood for new functionality :)
poet wrote: |
I might be repeating myself, but I just feel I need to tell you not to get into to much pressure from all the ideas and wishes flooding in. You're doing a great job and doing the internal upgrades while ditching the feature wishes for this version was the right choice. Do as you see fit, don't feel bad about it. |
Sure, I'm carefully filtering and evaluating the ideas posted here. The input from this thread is fantastic and has led to a lot of great ideas I wouldn't have thought of on my own.
Sh4wn wrote: |
Could the element limit be inmcreased? I'm out of elements pretty often :P |
Since this is an often-asked question: The element limit which is currently set to 50 is really an upper bound. I tried out how many circles I could draw on the screen before the program crashes. It crashes when drawing takes too long. Haven't exactly looked into what causes the crash. I had a look at my drawing function and everything that's called from it and didn't find any obvious bottlenecks, so I'll examine this more closely with a profiler. What I can also do is counting edges instead of counting objects. I chose circles as a "worst-case" object but it's really the number of lines that is limited. And since most of the objects you typically use are boxes or lines, I think the average case object limit could be raised by about a factor of 2 two 4. Further increase could be possible if I find bottlenecks in profiling, but then the physics also can only handle so many obects before it gets jerky.
Darkflame wrote: |
inthearmsofsleep wrote: | This could very well become an officially licensed game (or at least as good as one)... I love it. |
oh, absolutely.
This is far far better then many commercial ds games.
Its very suitable for the system, creative, and easy to use.
I think the only mods neccessery for a full commercial game would be a little bit of structure, and some titles.
By structure, I mean as well as the "sandbox" mode, have a few incredible-machine type challanges.
(normaly "get this ball from X to Y" , with a few uneditable things in the way...that sort of thing). |
Yeah probably, I hope I won't be ripped off :) I'm not making any attempt to go commercial with it since I'm doing homebrew as a hobby and I want to keep it that way.
It surprised me that some pleople started making little games using pocket physics like skeeball, pinball, mazes, puzzles and so on. There's potential for several different types of games in the concept. By adding a fixed goal, like, say, a star to collect, I'm afraid I might be limiting creativity since then, only crayon physics type levels will be made. So I really want to keep the concept open. If anyone wants to make a real game out of it they're of course free to do so, since the source is available on request (and hopefully some day on the web :)
Sutebo15 wrote: |
- If you do not have guarded creations and enter the folder the game it stops working (he remains paralyzed)
|
The button is there, it's just invisible :) Tap around on the screen and you will find it.
Sutebo15 wrote: |
- When I draw movable objects there are times that the game stops working doing the noise of as if I even was drawing on the screen. |
Strange, because this doesn't happen on my R4 :/
Sutebo15 wrote: |
- Some objects with thumbtack, struck turn the being over-excited of unreal form, and they never stop(detain). |
This is a numerical problem I guess. I need to dive into the physics engine to find out what's going on.
Sutebo15 wrote: |
IT MIGHT DO THE FOLLOWING THING:
- To be able to extend or remove the top screen and the low one. (ZOOM)
- To be able to choose the weight of the objects with the colors. Example: Blue: Normal / Green: Light / Gray: Heavy / Black: very heavy.
- To choose the speed of reproduction of the sequence
- One of the objects is able to choose that you want that you continues the camera after giving the "Play"
Thank you for reading myself. Sorry for doesn't know english |
Yep, these ideas were already requested and are on the todo list (see first page of the thread)
antiaverage wrote: |
All these fancy, tricked-out ideas are interesting, but I really admire the simplicity of Pocket Physics. I do hope you are sticking to the more bare-bones, seemingly essential features of a physics simulator first before moving on to the glitter and shine.
Object property implementation and object property customization implementation seems to be something that should be at the top of the list now. The overlying principle during this implementation should be simplicity first. As they say, keep it simple. I strongly feel following this ideal is pivotal to the successful development of Pocket Physics, but of course that's just an opinion.
Here is what I propose as the next essential set of additions now that some excellent speed optimization and crash prevention has been implemented.
Object property implementation:
functioning density setting
functioning friction setting
functioning restitution setting
functioning rigid/soft body setting (maybe for later)
It would be nice to be able to change the volume of the object as well, however I feel that is not as necessary yet, as it is just as easy to delete the object and recreate it for the moment.
Object property customization implementation:
Selection tool - click objects once to select and be presented with a set of sliders/gui objects to adjust all properties.
Duplication tool - click and drag an object just as you would with the move tool, although instead of moving the object this will create a duplicate of the object and move it along with the drag. or, you can look at it as moving the object and leaving a copy behind in the original location.
It would be nice to have group functions for all the tools (move, delete, select, duplicate). However, I feel that is not necessary yet. Priority should first be given to fleshing out the available single object editor.
Beyond these additions, I feel the next step would be to add adjustment of world settings, implement rigid/soft bodies, and then work on group functions.
Out of curiosity, would it be possible to help in these implementations? |
That pretty much sums it up :) I'm trying to select the most basic suggested features first and think about a consistent way to add them to the interface, ideally not changing the way things worked previously and logically extending the functionality. That's also why I have this system of three todo lists into which I sort the suggested features depending on how well I think they fit in, how much time they take to code, and also how much fun they are to code :)
I already thought of a way of changing object properties which will extend the current move tool to be a selection tool as well. It will work like with icons on the Windows desktop: You can select single objects by clicking on them and multiple objects by drawing a box around them. Then by drag and drop you can move objects. There will be a collapsable bar or window with the object properties that is used for changing the parameters of the selected object(s) using slider controls. A separate "clone" tool will work the same way, but create a copy of objects when they are moved.
If you want to help out, drop me an e-Mail so we can discuss this.
pas wrote: |
Offtopic, I saw a commercial German DS game that looks exactly like the incredible Machine for the DS (*dreams about a homebrew port for a neoflash compo come back*)... May it be that they used your 2D Box library without asking 0xtob ? |
Cool, what's the title?
Hey cool, thanks for digging out this video. I saw this ages ago and didn't even remember it when making Pocket Physics, so I'm surprised of the similarities. Some of their interface ideas are way cooler than mine, for example deleting objects by striking them through. He doesn't even have to change modes, which you have to do all the time in PP. Yes, gratity changing will come and I think it will be somewhat similar.
Rocky5 wrote: |
I love this app but saving is a bit buggy some times it doesn't seem to save projects but the thing is it does but it doesn't always put the .pp at the end so you end up with 5 or six files names test that are in the sketch folder also you removed the overwrite yes or no question this was useful as its easy to save over another project apart from this its great the speed increase is brilliant and the new pin system works great to. |
Hm, make sure you're using the right dldi and better avoid using spaces in filenames. I'm not sure what the problem is since I don't have such behavior with my cards :/ Maybe reformat your card?
garethfc wrote: |
what about "blow into the mic" option?
you place a "triangle" icon on the screen (background only I guess) or something like a megaphone or a "<"
choose it's angle (with the stylus)
when you need tu move something just blow into the mic (harder or softer depending on what you want)
image: click
maybe just one megaphone per project would be ok
is this possible? (please)
I think it would be dificult to make it like a conical wind opening
but it could be lineal, only moving thing that are in front the megaphone
another similar idea: fan
it's the same, but it's not necessary to blow
just choose position, angle and strongness |
This is definitely a cool idea, but too advanced for the current state of the project. I'm putting it on the "other" list for now.
I cleaned and reorganised the todo lists. Most notably, web uploading was added :) And yes it seems like I won't be abandoning Pocket Physics as soon as I initially wanted to because it's really fun to code and to get so much great, valuable and motivating feedback :)
Nevertheless there will be a break in development now since I decided to finish the next version of NitroTracker first, which is overdue for a long time now and I have some great new features I want to share. Also I'm quite busy with university at the moment so development will slow down, but rest assured it will not cease yet and there will be an open source release before I stop development so even if I eventually get tired of PP someone will be able to continue it.
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#153414 - garethfc - Sat Mar 29, 2008 10:47 pm
0xtob wrote: |
garethfc wrote: | what about "blow into the mic" option? |
This is definitely a cool idea, but too advanced for the current state of the project. I'm putting it on the "other" list for now.
|
thank you =)
if you add the changing the gravity with the stylus option, 0 gravity would be fun also
try it editing a .pp
#153416 - Darkflame - Sun Mar 30, 2008 12:35 am
Quote: |
There's potential for several different types of games in the concept. By adding a fixed goal, like, say, a star to collect, I'm afraid I might be limiting creativity since then, only crayon physics type levels will be made. So I really want to keep the concept open. |
Well, I certainly didnt want to restrict it to that type.
It was just an example.
Its only a vague idea anyway, but I was thinking if there was some "formal" way of making a *.pp file thats set up as a challange to someone else.
I didnt want to restrict what that challange could be.
Of course, by the nature of making an engine its hard not to be restrictive.
I just like the idea, in general, of games that allow you to make your own challanges for others.
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#153424 - Dudu.exe - Sun Mar 30, 2008 7:47 am
thanks for the awnser.. i like the SPRING in the video too!!
btw.. miscrosoft has a small and free program called "Physics Illustrator"
http://download.microsoft.com/download/8/1/c/81c47886-a3bb-435c-bfba-2f2c420213b5/setup_pi.exe
http://blog.hypercubed.com/wp-content/uploads/2006/02/PI.gif
but its only for tablet pcs =[[[/img]
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#153425 - woodbin - Sun Mar 30, 2008 7:53 am
I have version for non tablet PC =) But i can't memorize where i downloaded it :(
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#153427 - pas - Sun Mar 30, 2008 8:45 am
The titel of that German Game is: "Clever, das Spiel das Wissen schafft".
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#153428 - Dudu.exe - Sun Mar 30, 2008 8:45 am
#153432 - Lord Graga - Sun Mar 30, 2008 2:55 pm
Is drawing fully hardware accelerated at the moment? If not, how about adding a rendermode using the 3d hardware? :)
#153442 - Dudu.exe - Sun Mar 30, 2008 7:03 pm
Using this Miscrosoft App, they have "force" to make objects move.. make moving objects will help to make "incredibles machines"
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#153453 - garethfc - Sun Mar 30, 2008 11:23 pm
I don't know if someone already suggest something like this but
have you played with this thing? http://box2dflash.sourceforge.net/
rials are absolutely great (see Slider Crank)
imagine something like this:
draw the rial with a line tool or freehand
draw a rectangle that overlays the rial
place one "rial wheel" [*] (or more) on the rectangle
let it go
image: http://xs125.xs.to/xs125/08141/pprials219.jpg
this is just one example, but it would be possible to make some other great machine
[*] rial wheels can only be placed touching the rial
the only way to separate the wheels trom the rial it would be by the edges
if you put only one wheel, the object would swing while going down the rial
sorry for my english =)
#153467 - Romaap - Mon Mar 31, 2008 1:12 pm
I like that idea! would be great to make some machine's
(it's rail, not rial) ;)
#153474 - CurlyCarlos - Mon Mar 31, 2008 3:05 pm
I think I want to make a video making two identical courses and showing them in 0.2 and 0.6. It's amazing how far Pocket Physics has come...
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#153507 - Dudu.exe - Tue Apr 01, 2008 1:54 am
Quote: |
- physics-based puzzler
- based on The Incredible Machine
- solve puzzles with objects provided (think Rube Goldberg)
- Action-mode: construct your machine on-the-fly
- trade solutions with other players (local or online not confirmed)
- hitting Europe this Autumn
fonte: ds-x2.com
Who doesn't remember the cult game The incredible Machine? Well, we can bring joy to the fans of the series, as a TIM-clone, Crazy Machines, is heading for the Nintendo DS.
Crazy Machines is a physics-based puzzler, based on The Incredible Machine. The player is given a task which he (or she) has to solve using series of mechanical components. For example, to light a room one might need to cut a rope which is holding a helium-filled ballon, that will then fly upwards to scare a caged-monkey which'll in turn start to run on a threadmill that'll start up a generator used to power the lamp. Sounds easy enough, doesn't it?
Crazy Machines on Nintendo DS goes further than a simple port of the PC version: this time an Action-mode will be included. During Action-mode, gamers need to construct their machine while the machine is already working. This requires some quick thinking and quite some responsiveness from the player.
Furthermore, Crazy Machines features the option to exchange solutions with other players over Wi-Fi (we're not sure whether this means local-only or not).
Crazy Machines for Nintendo DS is currently set for a European release this Autumn.
|
The Incredible Machine ( not the ds game ) video http://www.youtube.com/watch?v=NdtGXBQLNTw
BTW.. this really should go to Neo Compo 2008!!
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#153548 - pas - Tue Apr 01, 2008 7:06 pm
Yay for Crazy Machines and Pocket Physics.
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#153562 - bigburito - Wed Apr 02, 2008 12:12 am
a feature I would love to see is water...
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#153566 - Darkflame - Wed Apr 02, 2008 1:54 am
Thats an ott request O_o
Could have a dappened region, however.
=====
Crazy Machines looks good...but trading solutions dosnt seem fun.
Surely they mean a freeplay/trade mode?
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#153776 - Darkflame - Sun Apr 06, 2008 2:34 am
Heres an idea;
How about regions that dampen or enhance motion?
eg, anything going into that region will start to speedup/slow down. (whatever its current vector is, multiplayed by a positive or negative factor every time unit)
Potentialy I think this would allow "active" regions, which could allow smart designers to make moters in their simulations?
On a basic level, having a "enhanced" motion region would make a ball in it act like a bit of flubber. Gaining energy each bounce.
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#153800 - NavadeHo - Sun Apr 06, 2008 4:32 pm
Can you create an option:
That you can delete parts of an object and don't have to delete it completely; like an eraser in paint or something.
And that from water in Pocket Physics, I think it's great and maybe an underwater function, so that things go slow and with bubbles.
#153828 - SG1anubis007 - Mon Apr 07, 2008 12:30 am
I don't know if anybody cares what my opinion is but here are the things that I think should be implemented first.
- Layers
- Part Rotaion
- Motor Effect ( Let me explain the motor effect. When I'm creating
certain contraptions on PP I have noticed that I can Spin the wheels and
when they make contact with an object they will actually move the
object. The only downside to this is that every time I stop the
contraption I have to re spin every wheel at play. An example of this is I
had a conveyor belt made of wheels and I would have to spin every
wheel after pressing play and then I could get objects to move along
them ut after pressing stop, it would reset.)
Other cool things that I think could come second are Gravity Change, Water, and maybe a rope creation tool.
I made a picture of the tools but can't figure out how to post it.
#153846 - CurlyCarlos - Mon Apr 07, 2008 4:22 am
Everyone, I think it's time we celebrate how far Pocket Physics has come! I made that video comparing 0.2 to 0.6. Go and check it out!
http://www.youtube.com/watch?v=Lw9XdRQ-BGw
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#153850 - Sir_Voe - Mon Apr 07, 2008 6:50 am
Quite a difference indeed, especially considering the increased drawing area between versions.
To those that mentioned motors, many of my creations on the .pp sharing site feature functioning versions of what you seem to be describing. I was even able to create a chainsaw of sorts.
#153895 - Markzilla - Tue Apr 08, 2008 12:23 am
SG1anubis007 wrote: |
Other cool things that I think could come second are Gravity Change, Water, and maybe a rope creation tool.
I made a picture of the tools but can't figure out how to post it. |
www.tinypic.com
#153908 - SG1anubis007 - Tue Apr 08, 2008 3:38 am
Thanks Markzilla.
Here is the image for my pocket physics ideas.
[Images not permitted - Click here to view it]
#153917 - jay001 - Tue Apr 08, 2008 11:43 am
i have just seen on the .pp file upload site http://www.return1.net/site/pp, that you can run the simulation on the actual website. its not too accurate, but at least it shows you a bit more before/ if you download it.
#153921 - Dudu.exe - Tue Apr 08, 2008 1:23 pm
Whould be fantastic to control gravity using L + D-pad ( any 8 diretions ) or R + ABXY (acting as D-Pad)
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#153923 - Sh4wn - Tue Apr 08, 2008 1:59 pm
jay001 wrote: |
i have just seen on the .pp file upload site http://www.return1.net/site/pp, that you can run the simulation on the actual website. its not too accurate, but at least it shows you a bit more before/ if you download it. |
Yep, it's still not perfect, but the guy who created this (don't know if he's registered here), is still working on it. We probably can't get 100% accurate, because of the fixed point math used in PP. :)
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#154233 - TheMagnitude - Sun Apr 13, 2008 7:02 am
This app is ace, job well done!
#154320 - Sutebo15 - Mon Apr 14, 2008 7:01 pm
#154368 - CurlyCarlos - Tue Apr 15, 2008 4:44 am
I was just on a plane, and had time to create a cool Pocket Physics course. It's pretty cool, I must say. I'll try and make a video as quickly as possible, but I need to buff out some small details. (I'll say this: the course is a game of sorts) After making the majority of it, there were only a couple of improvements that I would have liked:
-A limit of objects more than 50 (seen as how it can handle more and not be too slow)
-Duplication of objects (Common request, but it would be great)
-This isn't quite as important, but a grid that would allow objects to snap into place
Again, these are only little things. You could stop production here, (which you very well could have done) and I'd be alright with it.
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#154377 - Sh4wn - Tue Apr 15, 2008 12:14 pm
Some very nice creations there! You should share them ;) (See my sig)
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#154448 - CurlyCarlos - Wed Apr 16, 2008 2:12 pm
Alright, I made three quick videos.
Here's the first one. It was a small glitch I found that's probably somewhere in Box2D? I have no idea really, but here it is:
.
http://youtube.com/watch?v=_IA1T1NG1vQ
The second is a little dominoes-style course.
http://youtube.com/watch?v=liVFxjKSf44
Lastly, this is the "game" I referred to above. It's a pachinko-like machine, and my personal favorite course so far.
http://youtube.com/watch?v=9K3o_J8SW_s
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#154535 - kakashi1000 - Thu Apr 17, 2008 5:49 pm
Please, can I see the source code?
I'm learning programming on the DS and I have not so much experience, an app like this would help me a lot.
Thank you, I hope seeing soon next version ^^
#154577 - Sutebo15 - Fri Apr 18, 2008 1:54 pm
When is the next version? (Date?)
What developments will?
Thanks!
#154590 - jay001 - Fri Apr 18, 2008 6:20 pm
Sutebo15 wrote: |
When is the next version? (Date?)
What developments will?
Thanks! |
i think 0xtob has paused the developement for a bit while he sorts out NitroTracker.
the quality of most of his apps is really impressive, so i dont think there will be another update in quite a while.
#154608 - 0xtob - Sat Apr 19, 2008 3:39 am
pas wrote: |
The titel of that German Game is: "Clever, das Spiel das Wissen schafft". |
Wow, this really looks like an incarnation of TIM on the DS. Too bad it's Germany-only and under the brand of a TV show. This makes it appear cheap somehow, although it looks like a good game.
Lord Graga wrote: |
Is drawing fully hardware accelerated at the moment? If not, how about adding a rendermode using the 3d hardware? :) |
Who needs the DS 3D hardware when they wrote a kickass rasterizer for GBA ;) Great job on the BP demo! Yes, I'm using the 3D hardware for rendering the field. The buttons are on an ERB layer above that.
garethfc wrote: |
imagine something like this:
draw the rial with a line tool or freehand
draw a rectangle that overlays the rial
place one "rial wheel" [*] (or more) on the rectangle
let it go
image: http://xs125.xs.to/xs125/08141/pprials219.jpg
this is just one example, but it would be possible to make some other great machine
[*] rial wheels can only be placed touching the rial
the only way to separate the wheels trom the rial it would be by the edges
if you put only one wheel, the object would swing while going down the rial
sorry for my english =) |
Interesting idea, but I don't think it's possible with Box2D atm, so it's on the "Other" list for now.
Darkflame wrote: |
Heres an idea;
How about regions that dampen or enhance motion?
eg, anything going into that region will start to speedup/slow down. (whatever its current vector is, multiplayed by a positive or negative factor every time unit)
Potentialy I think this would allow "active" regions, which could allow smart designers to make moters in their simulations?
On a basic level, having a "enhanced" motion region would make a ball in it act like a bit of flubber. Gaining energy each bounce. |
Hmm, you could make "bullet time" type effects using dampening regions :) I like the idea, but I think this is a little too advanced at the current state of the program, so I'll put it on the "Other" list as well.
NavadeHo wrote: |
Can you create an option:
That you can delete parts of an object and don't have to delete it completely; like an eraser in paint or something.
And that from water in Pocket Physics, I think it's great and maybe an underwater function, so that things go slow and with bubbles. |
That would be very natural, but awfully hard to accomplish and thus not woth the effort. And water - this would be a global sort of resistance constant that can probably be achieved by scaling forces manually. I'll think about it. But no bubbles :)
SG1anubis007 wrote: |
I don't know if anybody cares what my opinion is but here are the things that I think should be implemented first.
- Layers
- Part Rotaion
- Motor Effect ( Let me explain the motor effect. When I'm creating
certain contraptions on PP I have noticed that I can Spin the wheels and
when they make contact with an object they will actually move the
object. The only downside to this is that every time I stop the
contraption I have to re spin every wheel at play. An example of this is I
had a conveyor belt made of wheels and I would have to spin every
wheel after pressing play and then I could get objects to move along
them ut after pressing stop, it would reset.)
Other cool things that I think could come second are Gravity Change, Water, and maybe a rope creation tool.
[Images not permitted - Click here to view it]
|
Thanks, I also think those are pretty interesting, especially motors, since several pp files I've seen require manually spinning a part to start the contraption.
Great video, CurlyCarlos! I was very surprised myself to see how fast it has become (or rather, how slow it was before :) Thanks for making this!
Hey cool, some really nice stuff in there :)
Cool videos! Sadly, the bouncing glich will be gone in the next version :p
kakashi1000 wrote: |
Please, can I see the source code?
I'm learning programming on the DS and I have not so much experience, an app like this would help me a lot.
Thank you, I hope seeing soon next version ^^ |
Sure, just PM me your e-mail adress.
Sutebo15 wrote: |
When is the next version? (Date?)
What developments will?
Thanks! |
No idea really. As I said I'm making a break at the moment because I'm working on NitroTracker for a bit. The good thing is that Pocket Physics will benefit from this as well, because I'm cleaning up and polishing TobKit, which is the GUI toolkit I use in NitroTracker and Pocket Physics. The plan is to make it open source, so people have an easier time making apps with GUIs.
By the way, I'm glad to announce that Box2D 2.0.1 was released recently which now includes the fixed point NDS version by kavaler and me :)
Oh, and Sh4wn: Fantastic work integrating the flash player into your site! Of course the main credits for this are going to ?meric who created the player. I'm very impressed by how well it actually works. Together with uploading directly from the DS this will make things really great and easy and Web2.0-ish. I must say your PP site has turned out even better than I imagined :) Now if it just were "beta" it would be perfect :)
_________________
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#154630 - Darkflame - Sat Apr 19, 2008 2:42 pm
0xtob wrote: |
Darkflame wrote: | Heres an idea;
How about regions that dampen or enhance motion?
eg, anything going into that region will start to speedup/slow down. (whatever its current vector is, multiplayed by a positive or negative factor every time unit)
Potentialy I think this would allow "active" regions, which could allow smart designers to make moters in their simulations?
On a basic level, having a "enhanced" motion region would make a ball in it act like a bit of flubber. Gaining energy each bounce. | Hmm, you could make "bullet time" type effects using dampening regions :) I like the idea, but I think this is a little too advanced at the current state of the program, so I'll put it on the "Other" list as well. |
Oh well, I thought it would actualy be an easy way to do motors :p
eg.
By having a rod on a pivot with two objects stuck to each end.
With a negative resistance on one side of it, that should automaticaly make a moter. (as the object entering the negative resistance area will speed up, thus turning it).
Of course I guess the problems will be keeping stuff sane. Stop things accelerating into a massive crash :p
I dont think it would be possible for bullet time effects under this though.
Any resistance added per frame would slow the objects down as if they entered, say, water.
Bullet Time would mean effecting the rate of the global "tick".
Quote: |
And that from water in Pocket Physics, I think it's great and maybe an underwater function, so that things go slow and with bubbles. |
That would be very natural, but awfully hard to accomplish and thus not woth the effort. And water - this would be a global sort of resistance constant that can probably be achieved by scaling forces manually. I'll think about it. [/quote]
See, this is actualy a very simerla idea.
I was merely thinking you could have a negative resistance constant too :p
Anyway, thanks for continueing to make this excelent bit of homebrew.
(Nitrotracker rocks too).
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#154641 - SG1anubis007 - Sat Apr 19, 2008 6:29 pm
about the water topic you can create a similar water effect by opening the pp file with notepad and changing the gravity.
#154720 - kurosakinaruto - Sun Apr 20, 2008 11:08 pm
lol i have a pp file that i made in 0.5, non-edited, i put a ragdoll on a invisible pin, swung it like a pendulum, and it just keeps acellerating, every time, until it blows up and disappears
_________________
rasengan
#154728 - Alphanoob - Mon Apr 21, 2008 12:36 am
Quote: |
i think 0xtob has paused the developement for a bit while he sorts out NitroTracker. |
That app is so fun... I use it into my mic on xbox live and ppl like freak out all "what the heck is up with your voice!?" Very cool and good working app. I am sure there is way more to it than I know, but it is definitely awesome.
#154887 - Sh4wn - Tue Apr 22, 2008 12:33 pm
0xtob wrote: |
Oh, and Sh4wn: Fantastic work integrating the flash player into your site! Of course the main credits for this are going to ?meric who created the player. I'm very impressed by how well it actually works. Together with uploading directly from the DS this will make things really great and easy and Web2.0-ish. I must say your PP site has turned out even better than I imagined :) Now if it just were "beta" it would be perfect :) |
Thanks! :D I'm busy creating another feature: 'More by this user', I think it will be ready this afternoon :)
Edit: And it's finished :) When viewing a PP file, you can now click on the author's name, and then you'll see a list with all files from that user.
I also added a small beta label to the 'Pcoket Physics Dump' heading :P
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#154939 - 0xtob - Wed Apr 23, 2008 1:16 am
#155200 - Sh4wn - Sat Apr 26, 2008 12:14 pm
Our flash player is slightly updated! :)
Quote: |
Updates :
- fixed disappearing background bug (and the psychedelic renderings)
- removed forced debug mode
- updated info screen
- added mouse interactions during playback
- changed menu opening behavior
- changed to relative url for the background image
- added more keyboard shortcuts (r, t, i)
(some minor things more)
to do :
- mouse interaction when animation is not playing
- create a more graphical info screen
- get closer to pocket physics
|
With this update you can actually play most of Sir_Voe's files :P Thanks to emeric for creating tyhis flash player!
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#155207 - 0xtob - Sat Apr 26, 2008 5:07 pm
#155567 - kurosakinaruto - Wed Apr 30, 2008 11:57 pm
that's pretty awesome ! ;)
_________________
rasengan
#156654 - Dood77 - Mon May 12, 2008 5:41 am
Just downloaded this today... Amazing!
But I think I may have found a bug... I had pushed the play button and then accidentally clicked the open button and I hadn't saved anything yet, and the window said there was nothing to open, but I couldn't figure out how to get back. I could push L and R to reset my "stage" but that wasn't much use to me... I had to reset my DS.
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Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC
#156655 - TheMagnitude - Mon May 12, 2008 7:58 am
Dood77 wrote: |
Just downloaded this today... Amazing!
But I think I may have found a bug... I had pushed the play button and then accidentally clicked the open button and I hadn't saved anything yet, and the window said there was nothing to open, but I couldn't figure out how to get back. I could push L and R to reset my "stage" but that wasn't much use to me... I had to reset my DS. |
theres an invisible "cancel" button at the bottom in the middle.
#156731 - Sutebo15 - Tue May 13, 2008 12:53 pm
New version please hehe!!
This game is fantastic!!
New version, new version!!! ;)
#156736 - jay001 - Tue May 13, 2008 2:00 pm
Sutebo15 wrote: |
New version please hehe!!
This game is fantastic!!
New version, new version!!! ;) |
its people like you...
#156746 - Romaap - Tue May 13, 2008 4:52 pm
jay001 wrote: |
Sutebo15 wrote: | New version please hehe!!
This game is fantastic!!
New version, new version!!! ;) |
its people like you... |
peaple like him what?
#156831 - jay001 - Wed May 14, 2008 1:42 pm
Romaap wrote: |
jay001 wrote: | Sutebo15 wrote: | New version please hehe!!
This game is fantastic!!
New version, new version!!! ;) |
its people like you... |
peaple like him what? |
and u... lol
#156840 - nsm333 - Wed May 14, 2008 5:52 pm
lol. is the guy working on this (0xtob) still here? this was and is a really great game. i could be noobish and ask for another, as there are things that would be cool(like changing the gravity without editing the xml file. :) ), but it's good as-is.
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#156852 - Lynx - Wed May 14, 2008 8:09 pm
You can change the gravity in game.. just buy a DS Motion Pak/Card. ;)
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#156860 - TheMagnitude - Wed May 14, 2008 10:16 pm
nsm333 wrote: |
lol. is the guy working on this (0xtob) still here? this was and is a really great game. i could be noobish and ask for another, as there are things that would be cool(like changing the gravity without editing the xml file. :) ), but it's good as-is. |
If you dont have a DS motion pak simply save the files on your ds, then open them with notepad on the computer or maybe even with dsorganise, and in there you can manually set the gravity parameters.
#156864 - nsm333 - Wed May 14, 2008 10:38 pm
lol. that would be what i said. Quote: |
changing the gravity without editing the xml file |
xml meaning the save file. and, don't even say it, linx
edit: exactly. with better punctuation, though.
also, where can i get the source? even if it's just for me, i probaly could find out if it's possible to change that.
_________________
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Last edited by nsm333 on Fri May 16, 2008 6:54 pm; edited 2 times in total
#156923 - Dudu.exe - Fri May 16, 2008 4:57 am
I just with you can control the gravity with R or L + D-pad or ABXY you get a nive 8 diretions to play with gravity!!!
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#156955 - Sweater Fish Deluxe - Fri May 16, 2008 8:44 pm
Lynx wrote: |
You can change the gravity in game.. just buy a DS Motion Pak/Card. ;) |
Seriously. For someone who likes Pocket Physics, a Motion Pak will be the best $20 you ever spent. That's the only way I play anymore.
...word is bondage...
#156961 - Sh4wn - Fri May 16, 2008 10:38 pm
Guys, just be patient, he's currently working on a new version of Nitro Tracker, then comes Pocket Physics again.
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#156964 - nsm333 - Fri May 16, 2008 10:50 pm
fine, fine. if you say so. lol. jk. but, really, this is an awesome game! (i don't have 20 dollars!)
edit: thanks, 0xtob. it really is a cool game. i'm glad you're working on nitrotracker, as i would be using that alot.
_________________
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Last edited by nsm333 on Sat May 17, 2008 4:11 pm; edited 1 time in total
#156971 - 0xtob - Sat May 17, 2008 1:52 am
Hey! I'm happy that the interest in PP hasn't ceased despite the lack of updates. Nevertheless, I want to finish NitroTracker v0.4 first, and this still means a lot of bugfixing. Also I'm quite busy with university at the moment, so don't expect any updates in the coming weeks, or even months.
This does not mean I've stopped development, I just paused it, and I hope you understand that I want to keep my benevolent dictator status of this project until it's in a state that I'm reasonably content with.
Nevertheless, if you badly want to have a feature, get in touch with me so we can discuss the way it's integrated into the program and the user interface. I'll also provide you with source code.
After Pocket Physics is "finished", I will release the source code and probably stop development, so someone else can pick it up and modify it as they will. I hope that whoever will continue development will carefully think about how to integrate new features, and I'll of course be there for discussion about this.
Keep on producing cool and creative sketches! I really enjoy the stuff you make and I'm often astonished about what's possible with PP :)
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#157049 - TheMagnitude - Sun May 18, 2008 2:16 pm
nsm333 wrote: |
lol. that would be what i said. Quote: | changing the gravity without editing the xml file | xml meaning the save file. and, don't even say it, linx
edit: exactly. with better punctuation, though.
also, where can i get the source? even if it's just for me, i probaly could find out if it's possible to change that. |
whoops I didnt read that far, i jus read change gravity without ds motion pak XD............
#157079 - nsm333 - Mon May 19, 2008 1:39 am
that's fine. i do edit the files anyway :)
_________________
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#157184 - tepples - Tue May 20, 2008 2:42 am
Look how much you're saving:
http://www.design-simulation.com/WM2D/purchase.php
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#157214 - nsm333 - Tue May 20, 2008 3:45 pm
lol. that's insane.
_________________
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#157574 - robman84 - Mon May 26, 2008 10:02 pm
I do look forward to a new version, but I have to say I've also got the iphone version (iphysics) and your DS version is miles more fun to play with. A true masterpiece. Nitrotracker is also awesome, although my time for creating tracker tunes is well past!
Keep it up. We love your stuff.
#158269 - CurlyCarlos - Sun Jun 08, 2008 5:11 pm
0xtob, any update on a new version or anything in general about the app?
It's been a thrill to play with lately :-)
_________________
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#158305 - Dudu.exe - Sun Jun 08, 2008 11:57 pm
Updates will not come soon.. he is working on his other app.. the Nitrotracker
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#160797 - junebear - Tue Jul 22, 2008 5:33 pm
how about some DSMI midi action?
pocket physics instruments anyone?
#160798 - junebear - Tue Jul 22, 2008 5:44 pm
oh and the next pizza is on me. Have another one for Nitrotracker too.
#160829 - junebear - Wed Jul 23, 2008 3:38 am
I'm not able to save on my DS-lite with Acekard2 using both versions (nothumb) it works fine on my 1st gen DS.
Any ideas?
#161628 - Sir_Voe - Fri Aug 08, 2008 7:15 am
Anything stirring with this project yet?
#161629 - SG1anubis007 - Fri Aug 08, 2008 7:26 am
I think he may be working on it now that he has completed the newest version of Nitrotracker. I look forward to seeing a new release. Hope that it has a lot of cool features.
#161706 - 0xtob - Mon Aug 11, 2008 9:28 pm
Hi! Unfortunately real life is keeping me busy, and will continue to do so for another two months. I still want to continue Pocket Physics and make it open source, but I probably will not be able to do any DS coding for at least two months. Still, you can get the Pocket Physics source code from me, if you want to contribute to the project or if you want to learn from it.
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http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#162165 - kurosakinaruto - Wed Aug 27, 2008 3:05 am
Hey, if you pause the game and move an item, the item will stay there, and get really glitched if it's pinned O.o
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rasengan
#162874 - cualquiercosa327 - Mon Sep 15, 2008 12:06 pm
hello,i dont know if it has posted before,but i have found this http://nifflas.ni2.se/forum/index.php?PHPSESSID=38b44227c71bd3edcf0a5331dfe984a0&topic=3962.195
and it is very interesting.It also uses box2d ,could you implement a
lek loader??
thanks,i like a lot your program
#164018 - Sutebo15 - Sat Oct 18, 2008 8:14 pm
Is dead this game?
Snif, snif :(
#164025 - Tockit - Sat Oct 18, 2008 11:06 pm
Sutebo15 wrote: |
Is dead this game?
Snif, snif :( |
dood, read oxtob's (the dev) most recent post, only 3 above yours.
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-01011101001010101010 (frank)
#164026 - 0xtob - Sat Oct 18, 2008 11:11 pm
#164036 - SG1anubis007 - Sun Oct 19, 2008 2:38 am
Does it look like you are going to start coding within the next few weeks?
#164040 - another world - Sun Oct 19, 2008 3:00 am
#164042 - chuckstudios - Sun Oct 19, 2008 7:27 am
another world wrote: |
http://forum.gbadev.org/viewtopic.php?p=161706#161706 |
To be fair, he said "2 months" in August, which would mean now.
#164058 - another world - Sun Oct 19, 2008 8:39 pm
a few posts up he said on sept 5th that he won't be coding for another couple of months, then just under that the question was asked. to be fair people should read all of the threads in a discussion before posting. wouldn't you agree?
-another world
#164062 - El_Posible - Sun Oct 19, 2008 9:41 pm
Yes, now is a good time for patience. Especially considering the vast improvements that have been made on Pocket Physics in the past 12 months. It's not lacking any necessities (as far as features) right now.
#164077 - Sh4wn - Mon Oct 20, 2008 11:57 am
My PP Dump has hit the 200 entries :)
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Pocket Physics Sharing Site
#164116 - SG1anubis007 - Tue Oct 21, 2008 12:59 am
He didn't say it in september, That is his join date! He said it 2 months ago on august 11th wich makes now over two months ago!
#165537 - garethfc - Fri Dec 26, 2008 3:34 am
I wonder if we are getting a new release...
it would be awesome
#165543 - 0xtob - Fri Dec 26, 2008 11:49 am
Unfortunately I haven't had much time lately, so there won't be a new release any time soon. Remember the source is available on request, and if you want to add a feature you would like you're welcome to add it. If I like the change I'll even call it an official new release.
I think the most awesome change at the moment would be direct upload to / download from the PP sharing site, enabling you to submit sketches from wherever you are, without the hassle.
I'm still intending to open-source it, but before that there's a lot of maintenance to do since nearly all libraries it depends on have been updated :)
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http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#167582 - Rocky5 - Thu Mar 19, 2009 2:53 am
Would it be possible for you to increase the number from 50 items to say 60 or 65 please as 50 just isn't enough as i seem to run out.
also thanks for this game i know i keep saying this but its damn good lol.
_________________
My Pocket Physics Stuff
Black NDSL.
CycloDS Evolution (firmware 1.3) + EZ-Flash 3-in-1 + Removed Rumble Was To Loud.
SanDisk 2GB MicroSD.
Best Game So Far Pocket Physics 0.6.
#167584 - Sir_Voe - Thu Mar 19, 2009 5:22 am
Yeah, This is one of my favorites too. I still mess with it regularly.
#167612 - Blufyre42 - Fri Mar 20, 2009 1:52 am
Activision sells a ds game called "Tony Hawk's Motion" that includes a slot 2 accelerometer device, and I was wondering if this device would work with pocket physics.
here is a picture:
http://dsmedia.ign.com/ds/image/article/921/921239/dsi-bye-bye-gba-slot-20081017023239887.jpg
Apparently THMds is a horrible game but it is cheaper on ebay than a dsmotion cart (about $15), and the included game would be a good reason to buy it.
It looks like it was designed for possible use with other games, so does anyone know if it would work? Many thanks.
#168283 - kurosakinaruto - Sun Apr 19, 2009 6:38 am
any news on when the next version is coming?
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rasengan
#168600 - Sun Dog - Sat May 09, 2009 8:32 am
0xtob wrote: |
Edit: Pocket Physics will be open sourced! If you want to take a look at the source now already, just ask. |
I'd love to have a look at the source, if it's all right.
Here's a crappy video I took of my little robot guy. :3
#168855 - 0xtob - Sat May 30, 2009 3:22 pm
Hi again!
I'm glad that there's still interest in PP, and I'm still intending to fully open source it and maybe even add a bunch of things. I still cannot tell when though.
Rocky5 wrote: |
Would it be possible for you to increase the number from 50 items to say 60 or 65 please as 50 just isn't enough as i seem to run out. |
Yes, the amount of objects can probably be increased quite a bit. This is on my to-do list.
Blufyre42 wrote: |
Apparently THMds is a horrible game but it is cheaper on ebay than a dsmotion cart (about $15), and the included game would be a good reason to buy it.
It looks like it was designed for possible use with other games, so does anyone know if it would work? Many thanks. |
It won't work with PP atm, but if someone reverse engineers the device and adds support for it to the dsmotion library, adding support to PP is just a recompile for me.
kurosakinaruto wrote: |
any news on when the next version is coming? |
Sadly no. My time has become limited and I'm not sure when I'll be able to continue PP. This is why open sourcing it is top priority. Everyone who is willing to continue it should get in touch with me and we can discuss ideas. The source is still available for those interested.
You have a PM. Wow, man, pretty impressive construction! I didn't know this was possible :-)
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http://blog.dev-scene.com/0xtob | http://nitrotracker.tobw.net | http://dsmi.tobw.net
#172950 - iainprice - Fri Mar 12, 2010 1:46 pm
If I could have a copy of the source I would love to develop it into a different game but I can't get hold of a copy of the source. Is it public domain yet? Thanks.....
Last edited by iainprice on Fri Mar 19, 2010 10:45 pm; edited 1 time in total
#172959 - Sun Dog - Fri Mar 12, 2010 8:31 pm
I'm still loving Pocket Physics! <3
I made another crappy video!
Behold, Dino Walker!
#173371 - 0xtob - Fri Apr 02, 2010 11:53 pm
Hehe, someone's been very patient :-) Funny how it seems to have a life of its own.
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#173376 - Sun Dog - Sat Apr 03, 2010 5:32 am
0xtob wrote: |
Hehe, someone's been very patient :-) Funny how it seems to have a life of its own. |
Yeah, the first time I stumbled upon the effect, I was kinda startled. I expected the robot guy to stand on his own, I thought that would be pretty cool by itself. But when he began walking, I couldn't believe my eyes.
Now I like to play around with different sorts of legs, and see what walks and what doesn't.
If you go ahead and add motors now, I will cry. :(
#173409 - sonic sega - Mon Apr 05, 2010 10:36 am
salut je sui nouveau sur se forum, et pourquoid tout le monde parle anglais
#173417 - Sun Dog - Mon Apr 05, 2010 10:38 pm
sonic sega wrote: |
salut je suis nouveau sur se forum, et pourquoi tout le monde parle anglais
(hello I'm new to forum, and why everyone speaks English) |
We speak English here, because it is an English-speaking forum. Some of us know only English. My poor French is the result of using Google translator. I apologize if my French is bad. :P
(Nous parlons anglais ici, parce que c'est un forum anglophone. Certains d'entre nous ne connaissent que l'anglais. Mon mauvais fran?ais est le r?sultat de l'utilisation de traducteur de Google. Je m'excuse si mon fran?ais est mauvais. :P )
#173437 - KillerMapper - Tue Apr 06, 2010 5:38 pm
I'm French :)
Ici, c'est juste en anglais ;)
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