|
|
2011-07-07
, 09:00
|
|
Posts: 915 |
Thanked: 57 times |
Joined on Jun 2011
|
#11
|

can any1 pm me the download link? plzzzz
|
|
2011-07-07
, 09:03
|
|
Posts: 235 |
Thanked: 339 times |
Joined on Nov 2010
|
#12
|
|
|
2011-07-07
, 09:05
|
|
|
Posts: 1,411 |
Thanked: 1,330 times |
Joined on Jan 2010
@ Tatooine
|
#13
|
i don own a crdei card..does that mean i cant play this?can any1 pm me the download link? plzzzz
|
|
2011-07-07
, 10:02
|
|
Posts: 74 |
Thanked: 142 times |
Joined on Oct 2009
@ Chicago, US
|
#14
|
| The Following User Says Thank You to pinsh For This Useful Post: | ||
|
|
2011-07-07
, 13:29
|
|
Posts: 252 |
Thanked: 252 times |
Joined on Nov 2009
|
#15
|
I think putting an open source game onto the Ovi store and charging money for is a good idea. Especially if you also publish it for Symbian and Meego (assuming many N9 will be sold). Regular users will just pay for it instead of compiling it from source.
The only thing that would worry me is that someone else could take "your" game, compile it, and put it on the Ovi store themselves (say for a slightly lower price). Have you thought about this and is there any license that could prevent this from happening?

| The Following 3 Users Say Thank You to dragly For This Useful Post: | ||
|
|
2011-07-07
, 13:56
|
|
Posts: 252 |
Thanked: 252 times |
Joined on Nov 2009
|
#16
|
i don own a crdei card..does that mean i cant play this?can any1 pm me the download link? plzzzz

|
|
2011-07-11
, 23:25
|
|
|
Posts: 5,028 |
Thanked: 8,614 times |
Joined on Mar 2011
|
#17
|

Thus repelling purple charges for a few seconds @ high rate... Or become so high on quantums (
) that we can bi-locate - game pauses, highlighting only our current position, and random position somewhere in map, and we can choose between those two - remain where we were, or "teleport" (choose other quantum position) to that second location... Of course, only 1 time during a round.| The Following User Says Thank You to Estel For This Useful Post: | ||
|
|
2011-07-12
, 06:12
|
|
|
Posts: 185 |
Thanked: 111 times |
Joined on Jul 2010
@ Mexico DF, Mexico
|
#18
|
| The Following User Says Thank You to strange1712 For This Useful Post: | ||
|
|
2011-07-12
, 17:04
|
|
Posts: 252 |
Thanked: 252 times |
Joined on Nov 2009
|
#19
|
| The Following User Says Thank You to dragly For This Useful Post: | ||
|
|
2011-07-12
, 17:50
|
|
|
Posts: 5,028 |
Thanked: 8,614 times |
Joined on Mar 2011
|
#20
|
@Estel & @strange1712, thanks a lot for the input!
Discussing some of those ideas here would be great! In addition to the ones you've posted, I can add those I've been considering:
- Different bonus particles you can pick up and use. This is of course very generic, but some effects could be:
-- Slow motion
-- Black holes (attracting all bad guys nearby)
-- No charge
-- Strong repellers (repelling all purple charges)
-- etc.
-- <your idea here>
- A tactical mode where the game is frozen. You place all your charges and press play. Could have 2 goals: Make sure your particle survives long enough (i.e. try to make it orbit something) or make your particle guided to a goal point by making an "attraction path".
@Estel: I really like the idea about "radiation". Another way to do this could be to invert the green charge and increase the magnitude. That would attract all the red ones, though. This should be quick to implement.
Quantum positioning would also be really funny, and in fact somewhat related to the real phenomenon called quantum tunneling (the ability for a particle to move through an obstacle that according to classical physics is impossible to go through).
@strange1712: I'll have to consider using the accelerometer thoroughly. I really like the idea of good accelerometer based games (or game modes), but they need thorough implementation to become good. I think your "neutral" particle idea could be really interesting. Maybe this could be a variation of the special particles?
The game was actually never meant to be played as far as level 30, since the number of particles possibly visible on the screen at one time may cause the game to lag. Here the N900 actually performs somewhat better than the N8, but still we'll have to cap the amount of particles at one point. The issue is simply that too many particles interacting is very CPU heavy.
One solution that I could try for this is to increase the charge of the particles at higher levels (i.e. harder to control), but make them destructible.
).
(BTW again, it's possible to involve DSP in calculations, or at least graphic rendering?)
| The Following User Says Thank You to Estel For This Useful Post: | ||