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PostPosted: Sun Dec 19, 2010 3:14 pm 
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Joined: Mon Nov 15, 2010 5:49 pm
Posts: 10
At the end of the year Click3x (the company I work for) sends out a holiday card based on a goofy concept. Our creative director seemed to like the idea of throwing company heads off a cliff and referenced the box2d ragdoll demo. Oddly they took it in good stride and signed off on the idea and "Shread Sled" was born. The dev cycle was pretty tight on this one and most of the cool ideas we had planned to implement never came to fruition(exploding obstacles, "trick" score multipliers, etc.)..plus with none of our in-house devs having extensive experience with box2d we pretty much learned as we went ...still the whole point was to have a few laughs and it served that purpose well. So check it out and pass it around to your friends....

SHRED SLED

Oh and for those of you interested in the dev specs...
* Flash (Asset creation and delivery via SWCs)
* Flash Builder 4/AS3
* Box2d Flash Alchemy Port
* Flash Player 10

We ended up writing a "white-box" framework on top of the API in an effort to ease development...If the higher ups sign off on it I may just do a post-mortem on the project exposing the innards of the framework (this was a one-off for the most part but the code does have some potential).

So Happy Holidays folks, and many thanks to Erin Cato for creating such a great physics API, Boris the Brave for showing that it could be ported to Flash and Jesse for porting it to Alchemy and these forums for being such an invaluable resource during development.

Damion Murray
Flash Developer
Click3X
16 West 22nd Street | New York, NY 10010


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PostPosted: Mon Dec 20, 2010 3:34 am 
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Joined: Mon Jul 27, 2009 6:46 am
Posts: 230
Haaa, that's amazing man.

Just outta curiosity, is that ragdoll custom or the one from the testbed? I've always been interested in looking for a "perfect" ragdoll for use in Box2D, and this one looks a bit more rigid than the one that Box2D has.

-P


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PostPosted: Mon Dec 20, 2010 8:57 am 
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Joined: Mon Nov 15, 2010 5:49 pm
Posts: 10
Yeah its custom. Its comprised of seven parts (some of them duplicated); head, torso, upper-arm(2), lower-arm(2), hip, upper leg(2) and lower leg(2). The "rigidity" that's apparent is a result of setting angular constraints on the joints. Check out the manual (Chapter 8) when you set up your JointDef you can set the "lowerAngle" and "upperAngle" properties.


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PostPosted: Mon Dec 20, 2010 1:21 pm 
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Joined: Mon Jul 27, 2009 6:46 am
Posts: 230
Yeah, I'm using the testbed one; but I think the rigidity I'm referring to comes from the fact that you only have like 7 parts, whereas this one has... 17 parts in total.

I had to actually modify a few of the joints' angles so that they were a bit more realistic, 'specially the legs, but I'm not quite satisfied with it, so I've been on the hunt for the perfect ragdoll :p

-P


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