Feature requests

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Postby BioDroid » Mon Aug 21, 2006 8:22 pm

water and fire ftw!
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Water, Fire and Airresistance. In the name of the Great Dill

Postby ?rjan Flatseth » Mon Aug 21, 2006 8:59 pm

Water, Fire and Airresistance. In the name of the Great Dillo!
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Postby Aaron » Tue Aug 22, 2006 9:41 am

It would also be _great_ to get the cloth bug fixed.
I've built quite a few valid solutions only to have them fail at the last minute as the cloth passes through a sheet of metal :(
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Postby henrys_cat » Thu Aug 31, 2006 1:42 pm

I'd love to see pulleys added so that you can reverse directions of forces more easily than having to use a metal sheet and a length of cloth, which is a little too falible

Essentially I'd love to see it coming a little closer to The Incredible Machine - possibly my favourite game ever.

g
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Postby Armed Dillo » Fri Sep 01, 2006 7:08 am

hexhunter wrote:saying that, I think this will make a good PSP game, and I don't know how, but it might be possible to make it playable from download... like the loco roco demo...

If you have:
-A wireless network
-The ability to play homebrew on the PSP

then you just need to get a VNC client for the PSP(and the VNC host for the computer), set it up, start Armadillo Run on the PC, and you can play AR on your PSP!
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Postby Stigern » Wed Sep 06, 2006 3:55 am

BioDroid wrote:water and fire ftw!


WORD! :!:
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New release - version 1.0.3

Postby peterstock » Wed Oct 04, 2006 1:33 am

I've released a new build which addresses some of the requested features in this thread - most notably:
  • User profiles
  • Ability to reset a level's score (e.g. when playing solutions from the web)
  • Mutliple levels of undo/redo
  • Ability to rotate groups of nodes
  • Copy and paste functionality
  • A 'stopwatch' timer, so you can see exactly how quick you finish a level (maybe useful for a new type of competition?)
I still have some of the more major shortcomings to address:
  • Fixing various exploits in the simulation code, including the 'force' bug (I will ensure that the old rules are kept as an option, so that old spectator levels still work as intended)
  • Allowing level/solution uploading/downloading from within the game
  • Properly supporting the creation of multiple armadillos and goals

I am working on these and plan to include them in the 1.1.0 release, but I hope the version 1.0.3 changes are useful in the meantime.

Peter Stock
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Re: New release - version 1.0.3

Postby dudiobugtron » Wed Oct 04, 2006 2:00 am

peterstock wrote:I've released a new build which addresses some of the requested features in this thread - most notably:
  • User profiles
  • Ability to reset a level's score (e.g. when playing solutions from the web)
  • Mutliple levels of undo/redo
  • Ability to rotate groups of nodes
  • Copy and paste functionality
  • A 'stopwatch' timer, so you can see exactly how quick you finish a level (maybe useful for a new type of competition?)


YES!!!! Capital letters cannot begin to express my joy :D
Three cheers for Peter!!!!

*hip* HOORAY!

*hip* HOORAY!

*hip* HOORAY!
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Postby PeterT » Wed Oct 04, 2006 2:01 am

Great! I'll download it right now.

- Added optional stopwatch timer, showing how long each solution takes.
This should make for some nice B levels, and the editing enhancements could greatly increase the popularity of design contests.

[edit]
In case anyone is wondering: you can get the new version by going here:
http://www.armadillorun.com/buy/registration.php
and entering your current registration code. (Found this in the FAQ)

[edit2]
Is the default view option also new? If so, great, I had to do this every time I openened a level. If not, still great because I finally found it :D
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Postby ?rjan Flatseth » Wed Oct 04, 2006 2:41 am

This is almost too great to be true! :shock: :D :D

[edit] ...And it looks like it is working perfectly. This will make improvements to lots of stuff and it will take a while to understand all the benefits from it. Which is cool. And the most important part perhaps is all the "pain" that is taken away - the time that we spare( :!: )

Hmm - now there will be a new ways of tweaking - rotate whole devices/constructions by one pixel - etc etc.... 8)

This reminds me - it would have been cool if there was a way of move stuff with f.ex the arrowkeys - "one pixel" at the time :oops: :D. (and that he says now). Perhaps for next next christmas then.. :)
Last edited by ?rjan Flatseth on Wed Oct 04, 2006 12:50 pm, edited 1 time in total.
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Postby Andrew » Wed Oct 04, 2006 2:44 am

Hmm hows that for timing.
Just today I implemented a program working on the level files, with a rudimentary form of copy/paste ... was going to release this but it looks like it's no longer needed!
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Postby JP » Wed Oct 04, 2006 4:25 am

Fantastic!
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Postby kingofthespill » Wed Oct 04, 2006 7:12 am

Great! Now it's time to figure out the limits of this rotate function.
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Postby Aaron » Wed Oct 04, 2006 9:50 am

Whoah! :) Thanks for listening to AR community Peter
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Postby .ch » Wed Oct 04, 2006 12:28 pm

This is awsome! How about water or air pressure in 1.1.0?
"Give me a rocket big enough and I'll move the simulation" -Archidillo

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