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Show posts MenuYou can sit in your corner and say: that's not the way I want to do it. Fine with me. Don't. Wait for a game that does what you want (if there'll ever be one). You'll be losing out on some fun you could be having right now, with this game. I expect with some refinement of this technique, levels that require the train to move sideways will appear soon.
If you ever edited a level, you also know that train tracks are just textures you paste on. Deck is similar - it's just a surface. This game has no rails, physically speaking. You can make a junction ("Weiche", where the track forks) with deck pieces, but the train will move straight. You have to use these surface angles and your ingenuity to effect these turns. If you don't have ingenuity, you shouldn't be playing this game.
Falkon, I thought that the train collides softly with the border of the level (usually only 8 units wide) and that makes it turn back. Must investigate wider levels...
2) I suggested 1,2,3 for demonstrating the following:
1: you making a non-horizontal deck, simple reinforcing
2: using the riverbottom anchor to build a tower, and from that hanging a cable-stayed bridge
3: cable-stayed with off-plane mid-air anchors
What is missing is an arch design, with the "riverbank" anchors for the arch.
I would not change any of the existing levels (except the descriptions, of course) because that would make comparing scores a pain in the butt. A tutorial map pack might be the way to go.
My result so far:
A 1-car-train can only get the engine up a 3x3y slope on the first go before sliding back. A 10-car train gets the engine and 8 cars up on hard (6.5 cars on easy), and it is still accelerating when it is (my imagination) passing the 1-car-train! This means the 10-car-train has a stronger engine, which is the explanation why short trains are not faster.
The strongest engine would be a 10-car engine on "hard"; if you could separate it from its cars, it should go very fast ;-)
Since BB is 2D, you can't try rotating a beam in any other plane than the monitor plane, and applying force in the 3rd direction is out of the question, too, so pin joints is what I call them, though in 2D you can't tell them from hinges :-)
(Edited by mendel at 3:40 pm on Oct. 24, 2001)
But... a 16x8 level has (at least?) 256 triangles of ground texture.... those big levels have even more ... must investigate this ... email mailto:pfxbench@mendelsohn.de">pfxbench@mendelsohn.de if you want to help with the experimental pfx bench ....
(Edited by mendel at 3:34 pm on Nov. 2, 2001)