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	<title>Comments on: The secrets of the &#8220;Umihara Kawase&#8221; rope</title>
	<link>http://www.toonormal.com/2007/06/14/the-secrets-of-the-umihara-kawase-rope/</link>
	<description>A hidden message in every box</description>
	<pubDate>Sat, 22 Nov 2008 06:58:56 +0000</pubDate>
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		<title>by: Mike K</title>
		<link>http://www.toonormal.com/2007/06/14/the-secrets-of-the-umihara-kawase-rope/#comment-944</link>
		<pubDate>Fri, 15 Jun 2007 22:33:35 +0000</pubDate>
		<guid>http://www.toonormal.com/2007/06/14/the-secrets-of-the-umihara-kawase-rope/#comment-944</guid>
					<description>&gt; non-axis-aligned/arbitrary sloped surfaces

This is something, after thinking about it, I suspect isn't a big deal.  The so called &quot;Manhattan Length&quot; still works for horizontal/vertical, diagonal and in between lines, but it will report a longer distance than magnitude, so normalization ends up making the length just a little bit less than 1.  If that turns out very rigid looking, give the rope some &quot;give&quot; to it, like using a .25 or less instead of .5 on each end to solve a spring.  Eventually, you'll make it to equilibrium, and everybody will think you're a mastermind.  :)

Hehe, I'm soooo very tempted right now to throw together a little prototype of this. :).  I have a strange suspicion the entire rope, Umi-style, can be done with no roots and only 1 division.  I doubt it's something we don't already know of, just aspects are handled by clever tricks you use on crap old hardware.  Reciprocal tables instead of division, shifts for cheap doubling/halfing, fixed point instead of floating point.

&gt; conveyor belts

Ah yes.  I forgot about those.  Well, that just goes to show that either A. They don't sleep the rope, or B. you sleep it in the middle.  If you're right about the 8 bends (another nicety of the tile map), then the need to sleep part of the rope is irrelevant.  Perhaps it's not so much sleeping, as it is just creating a list of bend points, and you only deal the bends on the outskirts (first and last).  As a bend no longer bends, the next one (or previous respectfully) becomes the bend of note.

I'm also making the assumption that the rope is solved as a whole rope, at least given my less than satisfactory results with a segmented multi spring rope where each segment has an individually solved length.  Individual segments are fine for a &quot;rope ragdoll&quot;, but not so good for a bent around edges rope.

&gt; your blog post uses the past tense.. you’re not making the rope game anymore?!

Well, like you guys with N and N+, I have my little game PuffBOMB, while nowhere nearly as successful as N, it has proven itself.  With my rope game, while I have control scheme I like, I lack a well developed universe/mythology or such.  PuffBOMB as a concept has been stewing in the noggin' and sketchbook for 4 years, since I made the original prototype game in 2003.

I started the rope game because I thought it suited a game pad better than PuffBOMB (a previously mouse driven game).  It did, but I decided I could probably make PuffBOMB work.  Why waste 3 years (at the time) of notes and ideas by not doing the remake.  So I did that, and added a variant that works better on a pad.  It wasn't really a radical shift either.  We simply started making PuffBOMB appropriate content using the tools.

And besides, there's nothing stopping me from using ropes or ropey things in PuffBOMB.  I love the idea of tethering things or the character to a bungee cable.  Paddle ball with explosives.  :)

And you bring up a good point, I don't think I ever actually announced I was &quot;back&quot; on PuffBOMB via my blog.  I just sort of invented new topics to confuse my 2-3 readers. :)

Anyways, the specifics we can take to e-mail (or try to), so long as I've not completely lost your interest as of the switch.  ;)

&gt; Umi-link!

Cool!  Thanks for the link.</description>
		<content:encoded><![CDATA[<p>> non-axis-aligned/arbitrary sloped surfaces</p>
<p>This is something, after thinking about it, I suspect isn&#8217;t a big deal.  The so called &#8220;Manhattan Length&#8221; still works for horizontal/vertical, diagonal and in between lines, but it will report a longer distance than magnitude, so normalization ends up making the length just a little bit less than 1.  If that turns out very rigid looking, give the rope some &#8220;give&#8221; to it, like using a .25 or less instead of .5 on each end to solve a spring.  Eventually, you&#8217;ll make it to equilibrium, and everybody will think you&#8217;re a mastermind.  <img src='http://www.toonormal.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Hehe, I&#8217;m soooo very tempted right now to throw together a little prototype of this. <img src='http://www.toonormal.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .  I have a strange suspicion the entire rope, Umi-style, can be done with no roots and only 1 division.  I doubt it&#8217;s something we don&#8217;t already know of, just aspects are handled by clever tricks you use on crap old hardware.  Reciprocal tables instead of division, shifts for cheap doubling/halfing, fixed point instead of floating point.</p>
<p>> conveyor belts</p>
<p>Ah yes.  I forgot about those.  Well, that just goes to show that either A. They don&#8217;t sleep the rope, or B. you sleep it in the middle.  If you&#8217;re right about the 8 bends (another nicety of the tile map), then the need to sleep part of the rope is irrelevant.  Perhaps it&#8217;s not so much sleeping, as it is just creating a list of bend points, and you only deal the bends on the outskirts (first and last).  As a bend no longer bends, the next one (or previous respectfully) becomes the bend of note.</p>
<p>I&#8217;m also making the assumption that the rope is solved as a whole rope, at least given my less than satisfactory results with a segmented multi spring rope where each segment has an individually solved length.  Individual segments are fine for a &#8220;rope ragdoll&#8221;, but not so good for a bent around edges rope.</p>
<p>> your blog post uses the past tense.. you’re not making the rope game anymore?!</p>
<p>Well, like you guys with N and N+, I have my little game PuffBOMB, while nowhere nearly as successful as N, it has proven itself.  With my rope game, while I have control scheme I like, I lack a well developed universe/mythology or such.  PuffBOMB as a concept has been stewing in the noggin&#8217; and sketchbook for 4 years, since I made the original prototype game in 2003.</p>
<p>I started the rope game because I thought it suited a game pad better than PuffBOMB (a previously mouse driven game).  It did, but I decided I could probably make PuffBOMB work.  Why waste 3 years (at the time) of notes and ideas by not doing the remake.  So I did that, and added a variant that works better on a pad.  It wasn&#8217;t really a radical shift either.  We simply started making PuffBOMB appropriate content using the tools.</p>
<p>And besides, there&#8217;s nothing stopping me from using ropes or ropey things in PuffBOMB.  I love the idea of tethering things or the character to a bungee cable.  Paddle ball with explosives.  <img src='http://www.toonormal.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>And you bring up a good point, I don&#8217;t think I ever actually announced I was &#8220;back&#8221; on PuffBOMB via my blog.  I just sort of invented new topics to confuse my 2-3 readers. <img src='http://www.toonormal.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyways, the specifics we can take to e-mail (or try to), so long as I&#8217;ve not completely lost your interest as of the switch.  <img src='http://www.toonormal.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>> Umi-link!</p>
<p>Cool!  Thanks for the link.
</p>
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		<title>by: raigan</title>
		<link>http://www.toonormal.com/2007/06/14/the-secrets-of-the-umihara-kawase-rope/#comment-942</link>
		<pubDate>Fri, 15 Jun 2007 22:15:01 +0000</pubDate>
		<guid>http://www.toonormal.com/2007/06/14/the-secrets-of-the-umihara-kawase-rope/#comment-942</guid>
					<description>

your Umihara theory overlooks some of the key mind-blowing features of that game:

-non-axis-aligned/arbitrary sloped surfaces, including acute corners! (which is something mario never had)

-conveyor belts: we’re still trying to figure out how to simulate these well — any of the arbitrarily-sloped edges of the world can be a “conveyor belt” which will move the grapple along itself, around corners, etc..

-both ends of the rope are simulated; when you’re attached to an enemy or a moving platform (in later levels there are platforms which you can pull up/down!) both ends of the rope “swing”

The rope is really short, so no matter how much work they need to do, there will be at most maybe 8 “bends” in the rope. Still, it is _amazing_ that they got that working so well — we haven’t found any collision/sim glitches yet. Whoever programmed that is a genius!

p.s - you used the past tense.. you’re not making the rope game anymore?! why not?!?!?! damn it!

p.p.s - some technical info on umihara.. not really useful though: http://tasvideos.org/UmiharaKawasePhysics.html</description>
		<content:encoded><![CDATA[<p>your Umihara theory overlooks some of the key mind-blowing features of that game:</p>
<p>-non-axis-aligned/arbitrary sloped surfaces, including acute corners! (which is something mario never had)</p>
<p>-conveyor belts: we’re still trying to figure out how to simulate these well — any of the arbitrarily-sloped edges of the world can be a “conveyor belt” which will move the grapple along itself, around corners, etc..</p>
<p>-both ends of the rope are simulated; when you’re attached to an enemy or a moving platform (in later levels there are platforms which you can pull up/down!) both ends of the rope “swing”</p>
<p>The rope is really short, so no matter how much work they need to do, there will be at most maybe 8 “bends” in the rope. Still, it is _amazing_ that they got that working so well — we haven’t found any collision/sim glitches yet. Whoever programmed that is a genius!</p>
<p>p.s - you used the past tense.. you’re not making the rope game anymore?! why not?!?!?! damn it!</p>
<p>p.p.s - some technical info on umihara.. not really useful though: <a href='http://tasvideos.org/UmiharaKawasePhysics.html' rel='nofollow'>http://tasvideos.org/UmiharaKawasePhysics.html</a>
</p>
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