Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: work in progress demo Date: Fri, 20 Jul 2001 14:10:45 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 41 Message-ID: <3B582DD5.D2915738@harbinger.com> References: <9j7hfs$qcd2@www.netyaroze-europe.com> <9j98bf$sk22@www.netyaroze-europe.com> NNTP-Posting-Host: manuk94.harbinger.co.uk Mime-Version: 1.0 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.7 [en] (WinNT; I) X-Accept-Language: en  
"Jon Prestidge (Jon@surfed.to)" wrote:
Ah yes, looks good, and I like that sort of game i.e. Luna Lander / Oids.
The trust works nicely.  The gravity girl looks a nice bit of art...how she
that going to fit in (she doesn't seen to do anything at the moment)?


When the ship lands, you will be able to get out and move her around in typical platform style - there will be some areas where the ship is too large to get to, and you will have to investigate on foot (inside buildings for instance).  And yes, eventually the ship will bounce off the walls if you hit them ;)

Glad you like her though - I was worried that the running animation was a bit rough (still is for the arms, and she could do with some bouncy hair when she runs!), but then I saw the 3-frame main sprite animation in Castlevania:COTM on GBA, and I was happy :)  I'm not slagging Castlevania off because of this (graphics are secondary to a decent game after all), it's excellent, even if you can't indulge in whip-swinging action Dr. Jones style, like Castlevania 4 on SNES!!  (which i'd love to put in my game!)
 

 
(by the way are the units on the left anything in particular like grams,
milliNewtons and millimetres/s/s ?)


The units are in Newtons - the default gravity settings are for a moon-like environment (0.6G, i.e. the downward acceleration of gravity is 6 Newtons/second/second).  At the time I didn't think about the units of measurement, I was just concentrating on converting the Newton's laws of motion formula from my old secondary school physics textbook into something that would give me the instantaneous acceleration value for a given force/mass combination, (I ended up with Accel = Force / Mass, then the acceleration value gets decomposed into X and Y acceleration values using sin and cos) so I didn't have to take time into account in my calculations.
 

Cheers!

Andy