Are you a developer on Elastomania as well, or is there some existing reverse of the physics engine? If so, could you point me to it?
I reverse engineered it several years ago just for fun to change physics.
Neat! Do you have anything like pseudo-code that you could share?
3. Rotation. Elma has some strange logic for rotation that is a little bit different from Moogame but I think this is almost unnoticeable.
I think the simple force addition that moto does is fine. Obviously the most noticeable thing is the rotation time limit being a little short. Do you anticipate any problems if we simply reduce this time constraint?
Time period is the same as in Elma, I don't think we need to change that.
Are you sure? From my brief time playing "elma" it felt a bit less constrained, but perhaps this was just a perceptive psychological effect. In any case I think it should be loosened up a bit (even if it does match elastomania exactly right now) to make the game less frustrating. (In elastomania the levels appear to largely be designed with this rotational period explicitly accounted for. Much of completing levels seems to come down to "start your rotation at just the right moment to clear terrain" where in moto our terrain is entirely random, so *quite* often you find yourself griping things like "if i could only start that next turn a split second earlier I could clear through that gap." Maybe it is just me, but personally I find this the most "aggravating" thing I run into when trying to pretend-human-mine.
5. Time speed. Default time speed is probably different in Motogame.
I think at 250 fps resolution the motogame physics are likely much more finely calculated than in most games!
I'm talking about gameplay speed (that you can change with z and x), not fps.
Ah, ok. Sure, but the very existence of the ability to play at any arbitrary speed makes the "accuracy" of the default somewhat unimportant, IMO.