--UPDATED!-- Press 'd' and 'f' to cycle through skins.
Press 's' for settings and play around!
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Yay! I loved it! It doesn't run properly in Linux version of Opera, but when I was still using windows it ran fine and was brilliant. I know there's no marks out of ten thing but it gets 9/10 from me. Lopped one point of for the Linux problem, but that's probably just me. Otherwise, great!
This is super fun & addicting. Whenever I don't feeling like doing anything, I do this. Also see if you can resize the pixels so the image is clearer. Good Job.
I thought it interesting, a bit, not-so-pixelated, and it seemed as though it was either hitting a side of the screen and bouncing in a direction, or it thought that it hit the screen, because when I put the "mouse power" to full, it would appear going in a direction, but never make contact with that particular side of the screen before bouncing off to another. Fun though, entertaining, I like the different skins.
Credits go to Pengi for hard work. Myself I've been out up north in the swedish mountains. Walking and living in a tent. T'was lovely. Almost on the border to Operas home country ; )
I have also noticed I need to set gravity to about 20 and mouse power to 10-12 as not to get an heart attack of this thing.
I am no longer working on this one, I have new projects. But as far as I care, feel free to bug Pengi with everything you want ; D
Soon we will release a new version with a couple of nice features:
- a cube mapped worldmap (bounce with earth) and other textures - alpha channel in the textures, so all of the textures aren't semi-transparent anymore - totally rewritten rotation. It actually rolls on the bottom of the screen now (solved with quaternions) - checking for upgrades. (and a couple of things with the structure of the sourcecode)
so check out for upgrades within the next days (I hope...)
well... not right now... maybe a good Idea for a new setting...
Another news: I've just mapped a worldmap to the ball and the balls now have different transparency (for example the 8-ball looks much more realistic now), I just have to wait until Jobe is online to release it stay tuned
I've also tried to get a more realistic rotation, but due to a low float-presicion my first try failed.
ta for the feedback guys. And greetings to everyone attending Asm'06. Back home again, a bit tired but with a feeling of another great party.
And as for the badboll. Well. It turned out better than we thought. I might even make it render on a canvas later on to make it a bit faster. : )
And Chaals, if you read this. I actually had a whack at deforming the ball on bounce. It was a mess. Really, you don't want to know. Sorry : )
EDIT: Oh, and for the few to none of you that care, what was not very clear at Asm was that the widget is written by two people, pengi being the other contributor. He wrote the core ball-code some weeks ago which we built upon. I wrote the "physics" and did the widgetizing of the old script. After that it was a matter of optimizing the rendering, cleaning code and making a few more skins. So pengi is the go-to guy for all things math, he sais things like "rotation matrix" and "cube mapping" and "you have to normalize that vector dude" which makes me all sleepy. I do other things, like bounces, interface/input etc. There you have it. ; )
Definitely worth it's victory in Assmebly Widget compo! A simple and fun way to waste some time. You should work on the balls physics a bit though, at least here it doesn't always roll to the correct direction.
発言者 frogbrains, # 2008/07/27 18:56:55
id like it)) ^^'
発言者 xSWCxNeko, # 2008/05/22 13:26:53
発言者 merrickal, # 2007/06/20 18:37:49
発言者 Dragonist, # 2007/04/07 1:21:23
Almost forgot this :$
発言者 pengi_, # 2006/12/11 15:15:26
発言者 nightaudiplut0, # 2006/11/12 1:42:02
発言者 Kilfer, # 2006/10/30 2:09:03
発言者 l!nk, # 2006/09/30 15:07:43
Credits go to Pengi for hard work. Myself I've been out up north in the swedish mountains. Walking and living in a tent. T'was lovely. Almost on the border to Operas home country ; )
I have also noticed I need to set gravity to about 20 and mouse power to 10-12 as not to get an heart attack of this thing.
I am no longer working on this one, I have new projects. But as far as I care, feel free to bug Pengi with everything you want ; D
Cheers
J
発言者 Jobe, # 2006/08/19 12:18:05
- a cube mapped worldmap (bounce with earth) and other textures
- alpha channel in the textures, so all of the textures aren't semi-transparent anymore
- totally rewritten rotation. It actually rolls on the bottom of the screen now (solved with quaternions)
- checking for upgrades.
(and a couple of things with the structure of the sourcecode)
so check out for upgrades within the next days (I hope...)
発言者 pengi_, # 2006/08/19 2:26:23
発言者 cemkalyoncu, # 2006/08/18 11:59:47
発言者 padule, # 2006/08/17 10:45:24
Good job.
発言者 Socrarrincha, # 2006/08/11 19:20:14
well... not right now... maybe a good Idea for a new setting...
Another news: I've just mapped a worldmap to the ball and the balls now have different transparency (for example the 8-ball looks much more realistic now), I just have to wait until Jobe is online to release it
I've also tried to get a more realistic rotation, but due to a low float-presicion my first try failed.
発言者 pengi_, # 2006/08/10 23:35:14
Is there a way to make it smaller? I'm using a 1280 x 1024 screen and it's a bit overwhelming.
Steve Haney
発言者 Steve Haney, # 2006/08/10 20:05:26
ta for the feedback guys. And greetings to everyone attending Asm'06. Back home again, a bit tired but with a feeling of another great party.
And as for the badboll. Well. It turned out better than we thought. I might even make it render on a canvas later on to make it a bit faster. : )
And Chaals, if you read this. I actually had a whack at deforming the ball on bounce. It was a mess. Really, you don't want to know. Sorry : )
EDIT:
Oh, and for the few to none of you that care, what was not very clear at Asm was that the widget is written by two people, pengi being the other contributor. He wrote the core ball-code some weeks ago which we built upon. I wrote the "physics" and did the widgetizing of the old script. After that it was a matter of optimizing the rendering, cleaning code and making a few more skins. So pengi is the go-to guy for all things math, he sais things like "rotation matrix" and "cube mapping" and "you have to normalize that vector dude" which makes me all sleepy. I do other things, like bounces, interface/input etc. There you have it. ; )
発言者 Jobe, # 2006/08/07 20:54:22
Well... to make it roll correct isn't that easy right now, maybe I fix it some late night
but to the next version: a cubemapped texture
/ pengi - one of the two authors of this widget.
発言者 pengi_, # 2006/08/07 18:48:28
発言者 zomg, # 2006/08/06 19:19:20
発言者 grafio, # 2006/08/05 23:32:00