Ragdoll-elastic man!

Community Forums/Showcase/Ragdoll-elastic man!

Najdorf(Posted 2005) [#1]
Yo!

I made a demo of a rag-doll-elastic man in blitzmax!!!!

You can check it at


http://www.radicalrebound.com/ragdollmasters.exe

I will post the source if you tell me what tags should I use (is there a code box tag?)

Please tell me what you think.

Thx!

Matteo


Najdorf(Posted 2005) [#2]
Oh, if one of you can do me the favor of compiling it for mac, he's welcome!


Picklesworth(Posted 2005) [#3]
Oh no!!!
Sinner!!!!!


jkrankie(Posted 2005) [#4]
mac version would be great

cheers
charlie


Amon_old(Posted 2005) [#5]
Cool :)


Najdorf(Posted 2005) [#6]
Here's the code of a new version: can someone plz compile it 4 mac? thx!



Ps: dont look at the code to learn good programming habits...


GregBUG(Posted 2005) [#7]
wow!!! :)


Najdorf(Posted 2005) [#8]
Yo, plz someone compile it for mac and give me a link? Gotta show it to macuser friends ;-)


marksibly(Posted 2005) [#9]
Damn!

It doesn't work properly on the Mac - looks like there's some math bug in BlitzMax.

Will fix ASAP - way cool demo too!


FischGurke(Posted 2005) [#10]
(off topic)
hey Najdorf, I still remember when you were in the TNT basic forums... you're game radical rebound was good arcade fun. :D

It's funny we both moved to blitzmax...aren't you using a mac anymore?! ;-)
(/off topic)

I could try to compile on my mac, too. I will see if I get the same math bug


Najdorf(Posted 2005) [#11]
Hey, hi! Yeah, now I moved from italy to the US to study and I dont have access to macs anymore (I mean I do, but i dont have enough privileges on them :-(

Plz tell me if you manage to compile it.

Thx!

Matteo


Why0Why(Posted 2005) [#12]
Really Cool!


Paul "Taiphoz"(Posted 2005) [#13]
I tried your demo m8, The code compiles fin in Win 32, I now plan to go back to it and have a good look at it, Math aint one of my strong points, being dyslexic my brain just doesn’t process numbers the same way as 99% of the plant lol.


Najdorf(Posted 2005) [#14]
I'm sorry the code is a mess. As it is, its unreadable. I was concentrated in getting the algorithms to work (there are 2 critical algorithms I'm very proud of :-), I just hacked my way with copy-paste big chunks of code 5 or more times, resulting in 1000 lines of code while it probably could be 300...

Just now I'm starting to get object oriented programming, and to feel its incredible power in keeping things tidy, simple, reusable and extendable, so when I have time I'll rewrite it in OOP, and in english (now its a crazy mix of italian and englsh...), so possibly its readable.


bradford6(Posted 2005) [#15]
Najdorf. very cool program!


VIP3R(Posted 2005) [#16]
Excellent demo Najdorf :)


Najdorf(Posted 2005) [#17]
Yo! Thank you! :)


Najdorf(Posted 2005) [#18]
I rewrote it object oriented, its the first time I really use object orientation (thx to Wave's INCREDIBLY good tutorial that made me understand it!!), I always thought it was crap, but now that I got it it's really mind blowing actually. I even made a "game" object, since I was so inspired!

The best part was when I finished and by simply changing a few lines I could get as many guys flying aroud... well here is the funny result... call it "the thirty three man throw-up" ;-)


EOF(Posted 2005) [#19]
Very nice. It's funny trying to get them to stand up then watching them perform the (painfull-looking) splits.

How about SPACEBAR to throw all the dolls up in the air?

Also, for coloured ragdolls change line 107 to
color=[Rand(255),Rand(255),Rand(255)]



Najdorf(Posted 2005) [#20]
guys I made a beat'em'up!

I didnt sleep all night, but the result is in my opinion impressive: check this out!

http://www.radicalrebound.com/ragdollmasters.exe

sorry, no more code, since maybe i'll get a shareware out of this ;-)


Picklesworth(Posted 2005) [#21]
Nicely done...

But when I drag a guy, I get a lot of white boxes all over the place.


Ross C(Posted 2005) [#22]
That .exe (the beat em up one) must force a certain refresh rate or resolution that my monitor doesn't support. I don't know if that might dmamage a monitor or not. Isn't there anyway to check to see if it's supported?


Najdorf(Posted 2005) [#23]
>But when I drag a guy, I get a lot of white boxes all over the place.

I'm not sure why that happens. Anyay you should play with the arreow keys ;)


>That .exe (the beat em up one) must force a certain refresh rate or resolution that my monitor doesn't support. I don't know if that might dmamage a monitor or not. Isn't there anyway to check to see if it's supported?

It actually "tries" to play at 150 fps, then switch to 30 when somoene gets hit... lazy trick to have a rallenty effect... resolution is 1024*768, depth 32... I took it out of a window mode cause it didnt go alwaysa at 150, somethimes when I launched it it decided to go to 60...


xlsior(Posted 2005) [#24]
The 150FPS seems a bad idea, makes things run less smooth than using a refreshrate which is natively supported by a computer.

with the 150FPS the system will try to fudge things so it shows up correctly in whatever resolution you have, but it has to throw away frames to do so. But the 150 may not be evenly divisible, meaning depending on the actual refreshrate your program ends up running it, it may through away every 2nd, 4th, 6th, 7th, 9th, etc. frame. Those differing step sizes will make it look choppy, and won't be as smooth as natively showing 60, 75, 85, or whatever HZ which the computer can show without throwing anything away.

Plus some systems flat out won't run anything trying to set a refreshrate that high.


Najdorf(Posted 2005) [#25]
I have to keep the framerate unnaturaly high cause when I do the slow motion I can just decrease the framerate, so that it is anyway high enough not to get too choppy.

I understand that decreasing the framerate is not a good way to decrease the speed, but it's pretty hard for me to slow things down without decreasing the framerate: its not that I just have to decrease the speed of stuff... I have quite a bit of "heuristc" algorithms that I'd have a pretty hard time to "slow down" consistently... so I just slow donwn the framerate.


xlsior(Posted 2005) [#26]
I have quite a bit of "heuristc" algorithms that I'd have a pretty hard time to "slow down" consistently... so I just slow donwn the framerate.


Of course... But as Ross C showed, taking that shortcut also means that your program simply won't work at all on some computers.

If nothing else, you should consider using a 'normal' frame rate (e.g. 85 or less, depending on resolution) and use that as your default, rather than an artificial rate that won't be supported in hardware by 99% of the systems out there -- you'll run into a lot less problems that way.

You could still slow down framerate from that point on to slow things down more, but starting at 150 doesn't appear to be the best choice.


Clarks(Posted 2005) [#27]
this is tight


Najdorf(Posted 2005) [#28]
Ok, The problem is that if I start at 85 and want to slow down 1/3, then I arrive to 30 that is too low. However I think I found a solution: during the "normal" time I draw only one frame every 3, but when its "slow" time I draw them all, while keeping 60 fps.... hope it works : )


Erroneouss(Posted 2005) [#29]
Sooooooo fun......... and addicting!
Must. Stop. Playing....

Nice ragdolls anyway!


Najdorf(Posted 2005) [#30]
Thx!

it all started about I year ago when I got interested in simulating "balls" : the first program I did was "particles", in allegro, with which I learned how to make collisions between balls (and also put gravity!)

http://radicalrebound.com/particles.zip

THen 6 months after I wondered how one could link the balls to form a chain: in a week I managed to find a good algorithm:



That I discovered some people here already knew.

Last step is to put tensions between angles, somehow I hacked an algorithm that works, though it still has some problems (for example, you cant make an angle completely rigid)

Now put everything together, collisions, links and tensions and you can, in theory, make a cool model of anything, just using balls, which are the easiest shape to work with ;-)


Braincell(Posted 2005) [#31]
W_O_W, the particle demo is amazing for one reason. If you put a lot of balls and high gravity you get a model that can really show how the galaxies in reality have formed. You can see how the clumps start to rotate and why. Only that in reality the motion is much more complex because of so many laws, and different densities of matter, etc, but the spinning motion is fascinating. You can even see arms developing.


Najdorf(Posted 2005) [#32]
Yeah, when I made it I thought I discovered the big bang! Then a physicist friend of mine crushed my hopes ;-)


FischGurke(Posted 2005) [#33]
woops - today I wanted to compile this on my mac... but the code disappeared! :-o

Najdorf, could you please post the source code again? I will (try to) compile it ASAP.

-IBD


Braincell(Posted 2005) [#34]
Well i've been into physics a little and the models that the physicist make are not far from this, trust me, only that they try incorporate a number of formulas into the calculation but since so many things are so complex and still unkown they often get simplified models, lol. I'm sure you could get galactic motion if you used the proper physics. And i dont think it would be THAT hard, maybe just 1 year of physics Uni :P


Najdorf(Posted 2005) [#35]
Fisch, I sent you an email with the code, I dont want to give it away too much since I plan on releasing this, as least as freeware (which, as everbody knows, is not free software!)

Anyway, I fixed some issues such as the too fast framerate and fixed another squitch in the physics, and also put a neat "disco" background...

www.radicalrebound.com/ragdollmasters.exe


FischGurke(Posted 2005) [#36]
Your email didn't arrive here... Can you send it again, please?

my email address is "ibd at gmx dot ch".

-IBD


Najdorf(Posted 2005) [#37]
Its done!

Now I just have to write the "credits" and submitt it to the world...

Since I'm feeling generous I'm also giving you the souce ;-)


FischGurke(Posted 2005) [#38]
yay! =D

works perfectly on my mac mini!

It's very funny to drag and throw around the men. ;)
Nice physics demo... I wish I could code something like this!

-IBD


Najdorf(Posted 2005) [#39]
great! Can you upload a mac version somewhere, or send it by e-mail to " radicalrebound at libero dot it "?

PS: I edited the code in the previous post so that there are also the "credits": can you compile that new version for me please?

Thx!

Matteo


VIP3R(Posted 2005) [#40]
Hehe, I like the ragdoll game Najdorf :)

There's a little bug in your code above in the following line:
DrawText "IF YOU LIKE THE GAME, PLEASE WRITE AT <a href=\"mailto:RADICALREBOUND@LIBERO.IT\">RADICALREBOUND@...; TO TELL ME!",(xwin-TextWidth("IF YOU LIKE THE GAME, PLEASE WRITE AT <a href=\"mailto:RADICALREBOUND@LIBERO.IT\">RADICALREBOUND@...; TO TELL ME!")*ts)/2,600+w


BlitzMax won't recognise those HTML anchor tags, here's an edited version that will compile ok:
DrawText "IF YOU LIKE THE GAME, PLEASE WRITE AT RADICALREBOUND@... TO TELL ME!",(xwin-TextWidth("If YOU LIKE THE GAME, PLEASE WRITE AT RADICALREBOUND@... TO TELL ME!")*ts)/2,600+w



Najdorf(Posted 2005) [#41]
lol I wrote RADICALREBOUND AT LIBERO dot IT, the forum must have converted it!

New version that fixes a collision bug, puts wristbands to distinguish players and shows energy is at www.radicalrebound.com/ragdollmasters.exe


jkrankie(Posted 2005) [#42]
is there a mac build yet then

cheers
charlie


Najdorf(Posted 2005) [#43]
No, FischGurke didnt send it to me


FischGurke(Posted 2005) [#44]
Check your email, Najdorf! =)


Pit-le-rouge(Posted 2005) [#45]
Hi Najdorf,

Is the Mac version available ?


Najdorf(Posted 2005) [#46]
Sorry, I'll try to make this shareware $5 after improving it. So no more downloads for now :/


FischGurke(Posted 2005) [#47]
lol, Najdorf, you posted the mac link in "another forum" some hours ago, so why don't you post the same link here? ;-P

hint for Pit-le-rouge: the thread's name is "Ragdoll Masters!"... =)

-IBD


hamZta(Posted 2005) [#48]
Amazing game :D

Add demo recording and an online mode and you will have a big community.

very good!