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That was only part of the bug-fix. Making springs not stretch hinges is fine by me, since hinges are supposed to be solid. If you give the spring any leverage on the hinge, it will go though.

The other part of the bug fix that eliminated raunits was that springs would change their strength depending on their angle. That has been eliminated too.
Not the best. By far not the best.
It seems like the battery does not have enough juice to get over the block. Very disappointing, but that transformer is top-notch.
Nothing new about it.
This scene does nothing. It is very boring.
I once made a car that reaches a million m/s and then disappears. It's easy to make something faster. A fast car is not an achievement.
BlueJaws always lose now. They never produced more than one offspring before dieing. I had three one time, but usually there are never more than two.
That was seriously cool!
I'm surprised. It actually handles very well.
NICE camera work and stuff. Very very good.
SUSPENSION. NOT "sepention". Sepention is not a word.

Also agreed with slightlyst00pid.
I see you used a lot of my parts from here: http://www.phunland.com/phunbox/details/25197

I did say feel free to make more levels, so I suppose that's OK.
That was pretty cool. I've seen very similar suspension, but nothing quite like that
There is nothing particularly good about it as far as I'm concerned. Nothing particularly bad either.
Perhaps they are the right sizes relative to each other, but I agree on them all being too small. However, despite being too small, they are still too big to all be found with any ease.
It's the position, not the speed. Position values only have so many digits, and when they're gigantically huge (far away from the origin, which is at the center of the start screen on a new scene or when you click "default view"), they lose some accuracy. Stuff gets screwed up because of that.
Motor speed is too high. It reaches ungodly speeds when spun in midair, and that's why it freaks out. There is no need for it to be that high. There are also better ways to lean, IMO.
Your car has issues.
What makes it significantly different from a normal piston?
Awesome, but also lagtastic. Try making the body with rectangles instead of polygons. WAY less collisions.
Unique definitely. Useful, possibly. Needs tweaking.
That's very clever!
That was pretty cool! Needs suspension, though. Otherwise flawless.
Find a stabilizer that seeks the horizontal. This one gets screwed up after a while. Otherwise very cool.
Jumper is unpredictable. REALLY unpredictable. Very, very annoying.
Last edited at 2009/08/25 20:40:53 by Frank
I enjoy every one of these levels. Very good!
That's pretty cool! Very nice use of spring scripting.
You can significantly reduce the lag by selecting the treads and transforming the links to circles. They are very round polygons in the scene (I suspect you rescaled them into slightly warped shapes), and polygons usually have several times as many contacts as circles and boxes do.

On the same train of thought, you should transform the round polygons in the gun to circles, and you should transform the square polygon into a box. This will give much more predictable shots. They will fire regularly and only one at a time, eliminating their tendency to destroy each other on spawn. Remember that onCollide scripts are called with every contact. Also, that gun works and looks suspiciously like my recharging plasma blaster. I have a feeling that rusinventor gave you a (highly) modified version of my gun, not entirely his own creation.

You can cut down lag a lot with Transform to Circle and Transform to Box in other areas too. I would also suggest changing the bridge to a chain of a smaller number of longer boxes. Fewer hinges and geometries that way.
Last edited at 2009/08/29 23:25:53 by Frank
It isn't the land that's laggy. Seriously, just use textures.
I had a great doo, thank you very much. I love that rain texture!
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