I liked a couple elements of it. Since it is based on PowderToy engine, every feature it has should be able to be ported to TPT. This includes a ball that bounces (yes it's a moving solid, but the implementation in PG only requires that it can detect other objects to bounce off of, and not that other objects can detect it and respond to it, so that should be fairly easy to make in TPT). Other feature is called Bubble. Hold down the mouse button and the circle gets larger and larger and it too behaves as a moving solid, but again it doesn't require that anything else interact with it, just that it can respond to the presense of everything else, namely by turning into the same material as the first object it touches (it's a form of of CLNE it seems) and it can blow in the wind. Yeah that would be some awesome things to put in TPT. The TPT developers should really look into copying some of the features of PG to put in TPT.
Nothing from powder game can be ported into tpt. First off, powder game uses java and java script. TPT uses C. Secondly, powder game uses a different engine that has the capability to make the type of moving solids they have. In order for us to make their version of moving solids, we would have to redo the engine that tpt runs on. That is quite a feat right there. But nice try.
@Videogamer555(View Post) read one line and i can see i problem. tpt was made because skylark couldn't get powder game to work on his linux machine, so no powedr game is not based of tpt, tpt is based of powder game
Odd thing is TPT's oldest version is called Powder Game. I saw this on Internet Archive's archived page from your old website from 2009. That's why I was thinking they were the same.
Also just a question, what kind of lockout is that guy using on his online Powder Game? I went to my browser and did "save page as" and selected "complete web page" (which makes it download all the dependencies such as image files and jar files and javascript files as well as of course the html file). I then doubleclicked the html file and the whole page loaded fine EXCEPT FOR the Powder Game app itself. So I'm wondering just what kind of lockout he programmed into his game that FORCES it to not work when being played from any other location than his website.
Oh, and if moving solids don't work in TPT, why does stickman and fighter work? And how do the bubbles from the SOAP element work? Any time 2 or more particles have a direct physical link that allows one to move the other but without physical contact, you have a moving solid. So that means that TPT already has 3 types of moving solids (stkm and stkm2, fighter, and bubbles from soap). So I don't understand the reluctance to make rectangular moving solids. I never really understood that.
Actually it would require only a very simple addition to the TPT engine to make moving solids a common thing in TPT. Just have one more array (we already have temp and stuff). The new array would be the OBJECT array. Each time you drew on screen like CTRL+DRAW to get a rectangle, and then released the mouse button to complete that object, it would assign ALL particles in that object a single value. The fact that all particles in a given object share a single common value that defines that object would make this real easy. Then your code that keeps the particles moving in a way that makes the solid be have in a way with physics should be fairly simple. Each particle would know the location of its neighbors which also have the same object value. Having neighbors which have different object values would indicate a collision between 2 different objects. This would then result in a force being applied that would stop the motion of the objects so they didn't attempt to pass through each other. If the force was unballanced then the object would begin to rotate about its center of gravity. The location of the COG is simple to calculate as all it is is the average of the position coordinates for each of the particles in the object, and of course since all the particles in a given object have the same object ID number, that means finding all the particles to get their locations is a simple piece of code to write.
@Videogamer555(View Post) the reason it was called powder game at first was because skylark wanted to make a desktop version of powder game, it was later changed when he thought it deserved its own name.
You will have to ask someone that knows more about java then me.
Does Bubbles have a collision mask? Does stickman(2) have a collision mask? no other objects can move straight through them.
Umm that isn't so simple crackers eval is short equal value and it tried to do what you just said but it didn't turn out to well, the reason is that elements cant talk to each other easy it would require lots of mathematical algorithms to make them talk with each other which in turn creates a lot of lag.
Yeah, Skylark basically made this game because Powder Game wouldn't run in linux. xD
And what's the deal with moving solids? If you want a ball element like powder game, all you have to do is slow Neutrons down a bit and add gravity to them in the code. o_O
...Powder Game's "moving solids" are not really solids that move. They're objects coded into the game without the freedom of form a moving solid is supposed to have. =/ We could actually add that very easily, as you pointed out.
If this game ever does have real moving solids, it's going to be fancy. Skylark suggested once that he might try it for fun, but even he said it'd be difficult to implement in a game like ours. :P And this is coming from the dude who builds CPUs for random fun in his head and has mad science projects in his house that most people wouldn't even be able to pronounce. xD
...Please don't make us seem foolish because we haven't added something that seems easy to do. Most of the developers for this game are scratching their heads, and would rather not copy anything straight out of Powder Game. :P