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Starbox


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#1 Magnesium

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Posted 03 September 2007 - 10:50 AM

Hi all,

Just wanted to share my latest Flash imaginings and attain some fantastic P2L-style feedback.
As the title suggests, Starbox is a star-sandbox. Basically you can play with and manipulate up to several hundred stars - messing around with gravity distortions, brightness, fireworks, etc etc.

Building it was my way of teaching myself simple particle-simulation. The pretty patterns are bound to keep even the smallest attention span amused :)

Play in the Starbox

#2 Bug

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Posted 03 September 2007 - 04:09 PM

THAT IS REALLY REALLY AWESOME!!

I love it :) Five stars from me!! Question: What's with the ad in the loading time?

#3 Magnesium

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Posted 03 September 2007 - 04:34 PM

Yeah, the ad - basically its a MochiAd, kind of like AdWords for Flash (displays an ad during the preloader and I get like a cent for every click). It means that if any of my projects get put up on other sites without asking (which has happened to me before), I'll still get at least something back in return.
Don't get me wrong - I'm honored if someone wants to put my work up on their site, I just don't like it when they try to pass it off as their own work and get ad revenue from it.

I was actually supposed to take the ad out of the version on Deviant Art, it's just one of those things where I keep saying "Oh, I'll do it tomorrow".

But anyways, cheers - Always nice to be appreciated :)

#4 Pax

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Posted 04 September 2007 - 10:56 AM

Good work on the physics mate. Seems to work fairly well, and it appears you've managed to not get the typical "ball gets stuck to the wall" bug when doing the bouncing.

Edited by Pax, 04 September 2007 - 10:56 AM.


#5 Magnesium

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Posted 05 September 2007 - 05:51 AM

Thanks mate. I've got a fair bit of a background in physics and maths and have always found it useful to teach myself physics principles by simulating them and interacting with them directly.

While the 'balls' don't get stuck to the wall you did make me notice an issue where they do get stuck if the velocity becomes too large. Ugh, I hate Maths bugs.

#6 Pax

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Posted 05 September 2007 - 10:05 AM

View PostMagnesium, on Sep 5 2007, 06:51 AM, said:

Thanks mate. I've got a fair bit of a background in physics and maths and have always found it useful to teach myself physics principles by simulating them and interacting with them directly.

While the 'balls' don't get stuck to the wall you did make me notice an issue where they do get stuck if the velocity becomes too large. Ugh, I hate Maths bugs.

On the hit check with the walls, invert the velocity, and place the ball 1 px away from the wall. That should prevent the stickiness.

#7 Magnesium

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Posted 05 September 2007 - 05:59 PM

Ah cheers, I was setting it to the coordinate of the wall on the hit but oddly setting it to the coord +1 seems to work better.

#8 Pax

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Posted 06 September 2007 - 01:51 PM

I'll assume you have x/y velocity variables that you add to the x/y coords of the movieclips, right? Are you adding this before or after you make the hit check? I've found it works best to add the velocity and then make the hit check. This way if its a hit, you relocate the mc and invert the velocities. Next time the mc is animated, the inverted velocities will be added on, theoretically moving it away from the wall, and then the hit check will occur while the ball has moved well away from the wall.

#9 dcpweb

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Posted 14 September 2007 - 04:42 PM

Hi,

nice work - well done.





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