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Work in Progress / (labyrinth - minigame)

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Diggsey
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Posted: 20th Jun 2009 17:51
Quote: "Fluids are simple enough. Lots of small particles and metaballs."


No, lol REAL fluid physics (IE. things can float on it and stuff, and it is much faster than lots of circles)

Valle
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Posted: 20th Jun 2009 18:18
You guys are really getting offtopic

Don't you think it's better to create the Box2D-objects when the stickman dies and use an animation system before?


NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 18:34
No. Imagine running at someone minigun blazing and sending them flying into a pile of cardboard boxes, after which they get up and force a grenade down your throat. How cool would that be?

Valle
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Posted: 20th Jun 2009 21:49
You know, if this stuff would be that easy, i and many other people would've done it already



You want a ragdolled stickman, who stands up in a convincing manner? They did this in GTA4, but they have a huge team of experienced people and the euphoria physics engine behind them. I know this stuff would be neat, but i prefer realistic projects that actually get finished someday. And that was the problem with Stick Suicide 3, i wanted too much at the beginning and lost interest after working on it after a while.


Plystire
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Posted: 20th Jun 2009 23:41
Yeah, guys, do something realistic, like.... start an MMO
Lol, no, but seriously I can see complications arising from the system you're thinking about. You're practically wanting to make a stickman that has ragdoll limbs, but the limbs are also controlled by an animation. If you could swap back and forth from the ragdoll stickman to the animation stickman, then there wouldn't be much of a problem.

And on top of that, you're wanting a fluid system in this, which hasn't been done yet.

You might be better off taking it one step at a time.


Ummmm, back on topic:
Valle, I duplicated this sphere maze a couple of days ago. I wanted to get your opinion on it. It runs ~204FPS on any size maze for me (I even loaded in a 6000x6000 maze, with no impact to performance... it just took a little longer to load lol)
If you want, I can email it to you, as I didn't want to look like I was trying to steal the spotlight here or anything.


The one and only,


Valle
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Posted: 21st Jun 2009 00:24
sounds good, I'd like to see it
ValentinScheiner@yahoo.de


Diggsey
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Posted: 21st Jun 2009 01:49
Quote: "Yeah, guys, do something realistic, like.... start an MMO"


That's my current project (A 3D MMORPG space game with trading, mining and fighting, so far I just need to do mouse input and a menu and login system for the client and then it will be almost done. The server needs a LOT more work though)
I was going to reuse the networking engine for the stick suicide game once I've done it. (Shouldn't be too hard to convert from 3D to 2D)

SC3 should be simple compared to this

Phosphoer
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Posted: 21st Jun 2009 08:23
Quote: "You're practically wanting to make a stickman that has ragdoll limbs, but the limbs are also controlled by an animation. If you could swap back and forth from the ragdoll stickman to the animation stickman, then there wouldn't be much of a problem."


Check out Cortex Command, it has something like this.

Plystire
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Posted: 21st Jun 2009 08:56
Okay, I sent it off to you.

My version doesn't sort the tiles as effectively as yours does, but the method I chose is very very fast and DOES keep everything sorted for the most part. The only spots that appear unsorted are near the top and bottom occassionaly.

Looking forward to a reply.


The one and only,


Diggsey
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Posted: 21st Jun 2009 12:12
Surely you can do sorting really easily by doing this:

set sprite priority 1,(r*r)-(x*x+y*y)

Where x and y are the sprite position relative to the centre, and r is the radius of the circle.

That way DBPro will do all the sorting for you

Valle
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Posted: 21st Jun 2009 13:37 Edited at: 21st Jun 2009 13:58
Quote: "Check out Cortex Command, it has something like this."

Yeah, i absolutely adore Cortex Command and i know it's possible, but my point was that i think it's too ambitious, though i would love if someone proved me the contrary



Quote: "Surely you can do sorting really easily by doing this:
set sprite priority 1,(r*r)-(x*x+y*y)"


good idea! I have to try that. Normally i paste every sprite to have full control, but this time it may be better to use DBP's sorting system.

thanks for your feedback!

/e i replied to you, plystire


cyril
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Posted: 21st Jun 2009 17:51 Edited at: 21st Jun 2009 17:52
nice game valle, the optical illusions you done with the 2d tiles
look impressive. the last level took me some time to work out, i even worked my way back to the start by accident
game play time was 12 minutes for 4 levels is very long even
though the level is not too big.


Quote: ""Box2D + Stick Suicide = WIN""

so true, i played 2 months ago, SC3 should be a online muiltplayer game.
personally the best 2d game ever. don't forget to allow
players to upload their own maps to the server, i can really see a
big fanbase coming lol
Diggsey
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Posted: 21st Jun 2009 22:07
Quote: "don't forget to allow players to upload their own maps to the server"

I would probably do it similar to how the online play in C&C Tiberian Sun is done, so that the host of each game has complete control over the game parameters (such as maps, weapons, etc), and then these are sent to all the players when the game begins.

Sending the position of 1,000 blood particles each frame should be interesting I'll probably get the server to simplify the blood into one big polygon.

NeX the Fairly Fast Ferret
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Posted: 22nd Jun 2009 01:04 Edited at: 22nd Jun 2009 01:04
Or don't syncronise blood. It's not that important that it's syncronised. I'm sure clients can generate and track it themselves.

Diggsey
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Posted: 22nd Jun 2009 01:09
If the blood affects the players then it will have to be synchronized

David R
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Posted: 22nd Jun 2009 01:14
Quote: "If the blood affects the players then it will have to be synchronized"


Only if it directly affects their state/position/rotation etc.

If it's purely for visual effect, then there's no need to synchronize it (since it won't cause the world to fall out of sync if it isn't there)

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
NeX the Fairly Fast Ferret
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Posted: 22nd Jun 2009 01:33
I suppose it might make the floor slippery, but otherwise don't bother syncing it.

BMacZero
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Posted: 22nd Jun 2009 02:22
I thought I remembered hearing about players being washed away in rivers of blood? That would probably require syncing .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Plystire
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Posted: 22nd Jun 2009 02:28
Quote: "Surely you can do sorting really easily by doing this:

set sprite priority 1,(r*r)-(x*x+y*y)"


Having tons of sprites and sorting them constantly slows the game down.

What I've done is make a single sprite off screen, then alter it's diffuse for each tile and paste it on screen in the position of each tile.

For "sorting", what I've done is, only loop through the top left section of the view, then mirror across the player's position to get each of the quadrants checked and pasted.
So, the first tile to be checked would be the top-left one which is checked, diffused, and pasted, then the position for checking gets mirrored and becomes the top-right one, after that it's mirrored again to be the bottom-left one, and mirrored once more to become the bottom-right one. Then as the for loops get closer and closer to the player's position, all of the tiles around the player are being pasted in their designated order, which would be furthest to closest.

That saved a load of frames, surprisingly, as I did try to do it with a ton of sprites at first. While it was "perfect" in a way, it didn't give me the speed I was looking for, so I went with the slightly less than perfect approach.


The one and only,


NeX the Fairly Fast Ferret
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Posted: 22nd Jun 2009 02:42 Edited at: 22nd Jun 2009 03:07
Progress thus far.



EDIT: Updated, now balances self using arms when its body is misaligned (deviated from feet)

Plystire
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Posted: 22nd Jun 2009 03:11
......


Maintaining my on topic posts:

If anyone was interested in a simple maze generator that you could pair with Valle's program, I've posted one in the Code Snippets board here!!!



The one and only,


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