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Does anyone have an idea how the counting system works?
I only figured out/assume: - it counts back - it starts with 1000 - it stops when the tail of target is reached - not time is counted but length of path - dotted line represents path travelled - line does not show any tiny move but smoothens the graphical representation of path - decisive is actual path not line representing path - teleported way does not count - center of ball is decisive - rotation of ball does not matter - end position in closed tail is decisive not the point where ball touches tail first Wiz mentioned lately that sometimes a longer path (line???) brings more points. I assume that this an illusion because of the smoothing effect of the graphical representation of the actual path. however that assumption needs further observation. I wonder how the length of the path is measured. I doubt that the physic engine includes differential calculus methods. Could it be that every Pixel crossed by the center of the ball deducts 1 point from 1000? If this is true than 248 should be between the starting and end position of the center of the ball in level 1. Has anyone counted already? Last edited by Pfadfinder; 10-23-2012 at 02:27 PM.. |
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Do you have screenshots for further analysis?
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Some findings and further assumptions
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This is an overlay of level 1 start and target reached. You will notice: - that ball in tails is higher than on ground level - path is slightly curved at beginning and end - perimeter of ball is one pixel lower than ground level (well, that is noticable in picture in part 2) - the target cat is one pixel lower than the start cat (I do not assume that this is intention.) I measured that distance between centres of ball is approx. 325 pixel. The counting stops at 752. Therefore 248 is deducted from 1.000. Therefore there is a contradiction to my assumption in part 1 that every crossed pixel deducts 1 point. I therefore adjust my theory as follows: The counting system counts every pixel crossed. The sum is multiplied by a constant. The constant is below 1. The constant may be dereived as follows: 325 direct line from centre to centre of balls 248 = 1000-752 325:248=1:x x=248/325= 0,7630769230769231 0,76 and so on is to odd to be choosen by Ola. I assume therefore that Ola chose a nice constant as 0,75 = 3/4. 248*4/3= 331,66 ~ 332 I assume that the slight curve makes the path longer than the direct connection. Taking the second chart in part 2 into account you may add easily 6-7 pixel to the measured direct line of 325 and come to 332. And with an adjustment constant of 3/4 you come easily to 248 and finally 752. So my thesis is that the counting system uses the following formula: score = 1000 - (number of crossed pixel * 0,75) It will not be easy to proof the formula, though. I did not believe that an analysis of level 1 provides so much remarkable observations. ![]() You may ask what is the purpose of this analysis. Well, for the time beeing it is only basic research. Maybe the findings/assumptions lead to something later. You may ask why should Ola chose a constant of 0,75. Well, I have no clue. Maybe the whole idea is bullshit after all. But anyhow, does anyone have a better explanation of the counting system?
Last edited by Pfadfinder; 10-23-2012 at 02:31 PM.. |
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The distance computation is based on the original iPhone 3 screens, not on the retina display. This could cause the factor of 0.76...
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Nope, I did not hold on to these ss...
Last edited by Cowboy.Henk; 10-23-2012 at 04:11 PM.. |
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http://forums.toucharcade.com/showpo...postcount=9656 |
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thank u both for feedback discussion and contribution |
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