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 Modding Theme of the X Time Period *Blood/Gore! 
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Post Re: Modding Theme of the X Time Period *Oh God What
Sure. Time extended.


Sun Feb 26, 2012 9:40 pm
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Post Re: Modding Theme of the X Time Period *Oh God What
I have a workable mod right now (still a lot of things to polish but it works), but I'm feeling rather hesitant about putting it up since no one else has put anything up yet.


Sat Mar 03, 2012 6:23 am
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Post Re: Modding Theme of the X Time Period *Oh God What
Hmm, I don't think another extension would attract more entries. Perhaps we need a theme change?


Sat Mar 03, 2012 9:03 pm
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Post Re: Modding Theme of the X Time Period *Oh God What
ryry1237 wrote:
I have a workable mod right now (still a lot of things to polish but it works), but I'm feeling rather hesitant about putting it up since no one else has put anything up yet.


Look on the bright side; you'd win by default, right? ;)

--

CaveCricket48 wrote:
Hmm, I don't think another extension would attract more entries. Perhaps we need a theme change?


The current theme is very vague and whilst it leaves a lot of options, some people might be having trouble deciding what to do, or what might even fit in. It feels like the sort of thing that might inspire a debate about what exactly fits into the theme and what doesn't, eclipsing the actual competition and submissions.


Sat Mar 03, 2012 10:20 pm
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Post Re: Modding Theme of the X Time Period *Oh God What
Arcalane wrote:
ryry1237 wrote:
I have a workable mod right now (still a lot of things to polish but it works), but I'm feeling rather hesitant about putting it up since no one else has put anything up yet.
Look on the bright side; you'd win by default, right? ;)
--
But a competition of one is no fun :(

Arcalane wrote:
The current theme is very vague and whilst it leaves a lot of options, some people might be having trouble deciding what to do, or what might even fit in. It feels like the sort of thing that might inspire a debate about what exactly fits into the theme and what doesn't, eclipsing the actual competition and submissions.

Indeed, I actually have doubts myself about whether whatever mess of .ini coding I was working on for the past month can even pass as being fitting for the theme. I don't mind a theme change though.


Sun Mar 04, 2012 3:17 am
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Post Re: Modding Theme of the X Time Period *Oh God What
I've always figured that the voters would let relevancy to the theme be a factor when choosing their votes, so under that train of thought, even an entry irrelevant to the theme would win by default. That's just my thought on it, though, up to CC48 to decide.

It seems the prize multiplied the resulting zero entries, instead of adding to them. :P
The lack of contest activity might just be general disinterest in modding, since it's been a while since the last CC build release. Reserving the next contest until the next build could be something to consider.


Sun Mar 04, 2012 10:43 pm
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Post Re: Modding Theme of the X Time Period *Oh God What
I know it's after the deadline, but I uploaded my mod anyways.


Tue Mar 06, 2012 11:12 pm
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Post Re: Modding Theme of the X Time Period *High Velocity
The theme has been changed to "High Velocity," and the contest time has been restarted.


Wed Mar 07, 2012 12:12 am
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Post Re: Modding Theme of the X Time Period *High Velocity
For modding purposes, what is the maximum velocity that an object can travel at before the engine fails to keep track of its existence?
On a related note, is there a maximum angular velocity as well?


Sun Mar 11, 2012 12:35 pm
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Post Re: Modding Theme of the X Time Period *High Velocity
I recall 500 m/s being the hard limit where the engine removes an object.
Physics become unstable way before that, though.

I don't recall there being such a limit for angular velocity,
but it is constrained by the so-called rotangle limit: an object can only rotate so many times.
What this means in practice you have to reset an object's rotation after some full rotations or it'll eventually stop rotating.


Sun Mar 11, 2012 1:40 pm
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Post Re: Modding Theme of the X Time Period *High Velocity
Well I'm experiencing stuff disappearing at somewhere around the 200-300 range, which given the theme of the contest makes stuff rather annoying to deal with. :(


Sun Mar 11, 2012 2:21 pm
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Post Re: Modding Theme of the X Time Period *High Velocity
Yeah, there is an angular velocity limit, I ran into that with the wrecking ball. You'll just have to avoid letting your thing ever spin that fast.

If you're going to spin something that fast, then you'll probably wind up spinning it a lot, so this might be handy to know: After rotating a certain amount of times, (I'd guestimate 10000 rads?) an object's sprite will stop rotating, but the object will still physically rotate. A simple script addition of
Code:
   if self.RotAngle > math.pi * 2 then
      self.RotAngle = self.RotAngle - math.pi * 2;
   elseif self.RotAngle < math.pi * -2 then
      self.RotAngle = self.RotAngle + math.pi * 2;
   end
in the update function should prevent that.


Sun Mar 11, 2012 7:20 pm
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Post Re: Modding Theme of the X Time Period *High Velocity
So, how exactly does the voting thing work again?


Sun Mar 25, 2012 1:48 am
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Post Re: Modding Theme of the X Time Period *Go Vote!
You go here and vote using the poll which I had just set up!

Sorry, 'bout the late voting.


Sun Mar 25, 2012 8:01 pm
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Post Re: Modding Theme of the X Time Period *Ice!
Contest results:

Theme 17: High Velocity!
Themed by: Roast Veg

--First Place--
Modder(s): ryry1237
Mod: The Gyro Wheel
Average Score: 87% of votes (13 out of 15)

--Second Place--
Modder(s): deepthought
Mod: Shapes Artillery
Average Score: 7% of votes (1 out of 15)

--Second Place--
Modder(s): Amazigh
Mod: VELOCITHOR ARMS
Average Score: 7% of votes (1 out of 15)



And new contest theme: Ice!


Tue Apr 03, 2012 9:12 pm
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