| User Functions |
|
|
Don't have an account yet? Sign up as a New User
|
|
| Events |
|
|
There are no upcoming events |
|
|
 |
| Ragdoll Test, Meet Rope Test |
 |
|
Monday, September 08 2003 @ 10:32 PM EDT, Matthew
|
One of these days I'll do a dismount-esque bungee ragdoll game, but for the meantime here's a small test. It was a quick job, I basically dropped in the Create Rope BG I made earlier to the clown test. It works fairly well, though.
Try it online here, and source CMO is available here.
|
|
| IGF Projects We Submitted This Year |
 |
|
Monday, September 08 2003 @ 10:26 PM EDT, Matthew
|
The reason I've been so busy lately is because we decided to submit a steaming pile of projects to the IGF this year. They announced, almost immediately before the submission due date, that there would be a completely separate bracket for web/downloadable games this year. Well, every single one of the projects I've been working on—commercial or hobby—basically fits into that category. So we ended up submitting five projects in total:
-
Beesly's Buzzwords (our commercial casual market project)
-
Smallball (two-player volleyball-esque game)
-
I Hate Clowns (joke that went a few steps too far, but great fun)
- Sprinky (physics-based game experiment of mine)
- Rolling Assault (further development on the tank test here)
As regular readers no doubt have noticed, most of these projects began as a DevLab test and then grew from there. Last year we actually created a Lemmings parody project conceived and produced specifically for the IGF (screenshots). This year we basically submitted what we had lying around; it will be interesting to see if any make finalist, and even more interesting to see what we lying around to submit next year.
|
|
| Site Moved |
 |
|
Wednesday, September 03 2003 @ 01:45 AM EDT, Matthew
|
|
The site has been moved off our development server to a decent setup (mail should be working now, too). I'll try to get a new test posted over the weekend, still a little busy with some other things until then.
|
|
| Busy |
 |
|
Tuesday, August 19 2003 @ 03:19 PM EDT, Matthew
|
|
I'm busier than usual until the end of the month (decided to submit two projects to the IGF). I'll try to get at least one new test up in the meantime, but there's a fair chance there won't be anything new here until September. My apologies to the regular readers.
|
|
| IGDA Slides - Physics Games |
 |
|
Friday, August 15 2003 @ 11:00 PM EDT, Matthew
|
|
Here are the slides I used for my talk on physics-based games I gave at tonight's IGDA chapter meeting. I suppose they're somewhat informative out of context. If you didn't attend the meeting--and something in the slides doesn't quite make sense--feel free to email me.
|
|
| Ragdoll Shooting Range |
 |
|
Monday, August 11 2003 @ 11:43 PM EDT, Matthew
|
This is something that I wanted to do try merely for my own wicked satisfaction. There's something intrinsically enjoyable about blasting ragdolls in slow motion. Try it for yourself! Left mouse to fire, R to reset, T to change time scale, F to change ammo type (although be wary of firing too many ragdolls), S to turn off shadows.
As usual, source CMO is available. I modified the ragdoll rig slightly since the earlier test. The newer setup has better weighting and refers to body parts by name (which should enable general application; I haven't tested it yet, though).
|
|
| Ragdoll Catapult Bowling |
 |
|
Thursday, August 07 2003 @ 12:33 AM EDT, Matthew
|
Playing the new Dismount game today piqued my curiosity at trying a ragdoll with the Virtools physics. I used a simplified version biped's geometry, with constraints to define the joints. The results came out fairly well, give it a shot here; space and R are the keys.
As always, source CMO is available.
|
|
| Simple 2D Example |
 |
|
Monday, August 04 2003 @ 03:16 PM EDT, Matthew
|
Here's a very simple implementation of 2D physics. I tacked on a simple game--in the loosest use of the word--to make the example a little more interesting. Click the green sprites to gain points, clicking red sprites will deduct points.
Source composition is available, which explains the techniques used in the comments. Enjoy!
|
|
| Slinky Level System |
 |
|
Friday, August 01 2003 @ 03:12 PM EDT, Matthew
|
I finally finished the article I started several days ago outlining the goals and organizational tactics used in the slinky level system. I should be posting some new content over the weekend, too. I realized I didn't exactly have budget for August bills; so made myself busy this last week doing some contract work.
Anyway, read on for more information on the level organization.
|
|
| Quick Bounce Clone |
 |
|
Sunday, July 27 2003 @ 02:20 AM EDT, Matthew
|
I recently played through all 100 levels of Bounce, and was curious how the rigid-body physics in Virtools would stack up. One of the sexiest aspects of bounce is their springy physics; squishing a ball into a row is awesome. Anyway, my rendition ended up only taking a brisk 10 minutes to create. I may revisit the concept in the future, with more of a focus on throwing things.
Source CMO is available, as always.
|
|
|
 |
| Submit Tests |
|
Interested in submitting your own test to DevLab?
Click here.
|
|
| About DevLab |
|
DevLab contains Virtools Dev experiments, examples, and musings by Matthew Wegner of Flashbang Studios, LLC.
For more information on Virtools, check out their website.
Feel free to email me with any comments or suggestions for the site.
|
|
| What's New |
|
STORIES No new stories
COMMENTS last 2 days No new comments
TRACKBACKS last 2 days No new trackback comments
LINKS last 2 weeks No recent new links
|
|
|