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subject: the sodaconstructor interface: how would you improve it?

214 replies on 15 pages. most recent reply: 25-Jun-07 01:01 by jackman6

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AndrewBrice

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How we can all have what we want   posted: 10-May-02 16:55   »» 
I have an idea as to how we can include all of these features. An inspector window, when you click on a weight, spring, muscle or blank space a small window gives you information about that object and allows you to change it by typing in the data. if there was an ability to select multiple objects It could also have transorm options such as duplicate, mirror, flip, scale, and transfer.

As someone else suggested, solid lines with collision detection would be nice, and a more advanced animation system could work by creating multiple waves which each have a different speed and waveform.

I know you probably don't want to start rewriting all the code now but I just bought flash MX and it's pretty damned powerful, that would mean saving to the hard disk would be possible (in the form of XML) and those of us with heavy duty graphics cards could have antialiased soda.

So you see people there is a way we can all have what we want.

Andrew

Fsih_face

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 19:34   »» 
Hi people, me be new!
Sodaconstructor's great!

some of these will have been allready, said, but I'm sayin' 'em again!

grad+snap to grid
this would be very useful!

downloadable!!
yeah! i'd love to be able to download
sodacontructor so I can play offline.

muscle grid+snap to
so that the muscles will snap to the centre line

get the springs so that the length they attempt
return to is changed in construct mode (this, i find annoying, when you can't change it!)

so, thanks everyone!

Fsih_face

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 19:41   »» 
Yes, another post!

Yes, solid thingumajigs i have thought would be good, same with bones and invisible things. also, how about weightless masses, so they are just there for no reason, but for looks?

ed

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Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 19:54   »» 
cor, a bevvy of brilliant ideas, keep 'em coming. All this feedback is going to be goldust if we start attacking the sodaconstructor codeface again.

> muscle grid+snap to

wow, that's such a simple idea I'm amazed I didn't implement it the first time round. Walking models nearly always require exact 1/4 phase muscle wave spacings. Kevino pointed out to me that he sometimes uses exact 1/3 phase spacings, are there any other indespensible muscle phases model makers are using?

Lectvay

»» models
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Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 00:38   »» 
ed, with the diversity of non-walker models that are coming out, I personally think that as many divisions as possible would be great. Maybe 4,5, and 6? (which would take care of 2 and 3 as well).

You know that little bar the right of the wave? Well, the way I imagine it is having the divisions marked there in different colors. And then when you click on a certain division, then it activates the "snap to" for that division.

dryguy

»» models
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Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 00:38   »» 
Thanks Lectvay! I get it now. I didn't fully understand you before. My thinking had been influenced by years of using software for drawing organic molecules.

guest: dragongoby2
Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 01:05   »» 
First of all, "bones" would really help and so would guidelines on the muscle display.But there is something that needs to be worked on for the grid idea. The grid would only help if you wanted a certain length. Maybe you should make the grid's size adjustable.

ps. I really like sodaplay, thanks ed and also Kevino for the awesome models.( Especially the walkers.)

sodaboy9000000

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 01:50   »» 
AndrewBrice is absolutely right. Ed, I tip my hat. In my opinion, the most important things would be:

TEXT BOXES, SOLID OBJECTS, "BONES", TEXT BOXES, ANGLE SETTING, SNAP-TO GRID, TEXT BOXES, INDIVIDUAL SPRING STRENGTH SETTINGS, MULTIPLE WAVELENGTHS, TEXT BOXES, and WAVELENGTH GUIDELINES.

One thing that has not yet been mentioned: I think masses that would allow less bending of the springs attached (new word: "joints") would make things interesting. If you don't get what I mean, look:

--------O------- LIMIT: ___---O---___
--- ---
Imagine the lines being springs, the O being a "joint" mass. The two springs cannot bend to form an angle with more than say, a five-degree difference from a straight angle. A fully "bendable" spring can be attached to the mass and can be rotated 360 degrees. I'm going to try to get my father to try this site. He's the kind of person that would love this, but doesn't have the time to play it. I'm hoping sodarace will attract him.

sodaboy9000000

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 03:28   »» 
This may have nothing to do with the topic, but I know you are all anxious for sodarace. To keep you busy until then, I am launching an unofficial contest. Go to

http://sodaplay.com/constructor/player.htm?&getmodel=sodaboy9000000+pair_o_legs

and use the two legs there to make a walker. You may not delete any springs in the legs, and you may only use the two provided. If you like, you may make some of the existing springs into muscles. As long as nothing other than the legs touches the floor for three backs-and-forths of the screen, your model is eligible.
One more catch: if you move the gravity meter, you're disqualified. Models are based on:
25 pt. Creativity
25 pt. Speed
20 pt. Simplicity
15 pt. Smoothness (no wobbling, good balance)
5 pt. Number of muscles (fewer is better)
5 pt. Size of top (bigger is better)
5 pt. Length of step (longer is better)

Send to Demento315@aol.com.

sodaboy9000000

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 03:45   »» 
Two words:

Downloadable

Sodaconstructor

Fsih_face

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 10:34   »» 
Yeah, angle settings would be great, and, of course, the grid would have to be customizable-it's no good it being a set length!

AndrewBrice

»» models

Soda olympics   posted: 11-May-02 11:26   »» 
hey, if you did have solid springs with collision detection you could compete in all sorts of events such as sumo and shotput robots.

Lectvay

»» models
»» homepage

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 15:44   »» 
That is a cool little model of yours that was just added to the zoo, dryguy. And I am absolutely flattered that you've given me some credit for it.

Thanks!

sodaboy9000000

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 17:31   »» 
Inspector window good. Get rid of right mouse button bad. Nick want have grid and download. Change good for Nick. Similarity bad for Nick.

sodaboy9000000

»» models

Re: the sodaconstructor interface: how would you improve it?   posted: 11-May-02 17:43   »» 
Everyone is probably sick of my posts; all I do is agree with other people.

It ain't gonna happen no more.

I have a drawing of what I would like the new sodaconstructor to look like. I will scan it and put it on my home page by tomorrow. I know it is sloppy, but everyone has a different view and should submit doodles for everyone else to see. It puts a much clearer image in everyone's mind. This is the revolution! Or, uh, something like that.



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