Here’s the trailer of our soon-to-be-released family arcade game for iPhone & iPad. We hope you’ll like it!
http://t.co/fg6Ux0tu
Become a fan at www.facebook.com/vdvgames and enjoy the latest news and freebies from Van der Veer Games! [import]uid: 66228 topic_id: 29394 reply_id: 329394[/import]
I couldn’t take the smile off my face while watching the trailer haha. The birds are sooo cute! [import]uid: 157257 topic_id: 29394 reply_id: 118130[/import]
+1, this looks adorable! [import]uid: 52491 topic_id: 29394 reply_id: 118176[/import]
Thanks for the positive replies With all of my games I’m always trying to push the limits of what corona can do but not in an obvious manner. Bird On A Wire being no exception, due to its use of large numbers of physics objects and complex collision detections which aren’t exactly obvious during game play [import]uid: 66228 topic_id: 29394 reply_id: 118267[/import]
Awesome! How did u do the rope? Small pieces? [import]uid: 90610 topic_id: 29394 reply_id: 118283[/import]
@ dingo.
Thanks for the feedback
Well we always wanted to do something as cool as cut-the-rope ‘rope’ but not sure how he managed to do that, so basically yes, as you said we used small physics pieces joined together. The big problem with box2d though is its ‘elasticity’ even with dampening on, so what we did was to increase the length of the visual part of the physics objects. So even if the physics objects create gaps the visual part of it still seems joined (to an extent though, if you drop something really heavy on it, for sure the gaps will also show.) The other problem with box2d dampening is if u put too much dampening then it won’t react that well with gravity so you need to find just the right values (which in turn depend on the number of physics objects that make your rope and the length of it). [import]uid: 66228 topic_id: 29394 reply_id: 118288[/import]
A science itself then :). Thanks for the insights, and congrats again! Will buy it for sure
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