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Paxi
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Joined: 18th Sep 2020
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Posted: 12th Dec 2020 16:54 Edited at: 12th Dec 2020 16:59
This is my first real game using AppGameKit guys and is still WIP. It's a pinball game using the Box2D physics stuff. I've had some fun with it anyway.

Loktofeit
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blink0k
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Posted: 13th Dec 2020 02:10
Look great! Very cool graphics
Derek Darkly
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Posted: 14th Dec 2020 18:01
That's definitely a marketable idea!
Once you have enough bells and whistles you should easily sell a lot of downloads.

Looks great, and is a solid testament to AGK's usefulness!

Send your parents to noisy sprite demo hell... enter the D-Zone
Virtual Nomad
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Posted: 14th Dec 2020 20:30
this looks great, paxi. nice work!
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Paxi
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Posted: 15th Dec 2020 14:08
Thanks for the feedback guys! I'm quite proud of it -I never expected to get this far with it. I had a load of zombie graphics from a 3D comic I started on some years ago, so I thought I'd put them to use.

Do you really think I can sell it? I'd love to try and sell it but being my first project my confidence is thin right now.

I've ran it on an old iPad2 and its plays sweet on that, which I didn't expect. It runs great on my S10 and my TabA.

One thing I have learned on this project is that designing a pinball table is extremely challenging in 2D! I'm sure it is in 3D as well but its not until you start studying pinball tables that you realise how complex they really are.
blink0k
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Posted: 15th Dec 2020 22:48 Edited at: 15th Dec 2020 22:48
Is that 2D? I was sure it was 3D. Does it use 2D physics?
I would add a couple more tables and put it up on itch.io
Virtual Nomad
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Posted: 15th Dec 2020 23:51 Edited at: 15th Dec 2020 23:57
@blink: "It's a pinball game using the Box2D physics stuff."

@paxi, i'd love to see a screenshot with SetPhysicsDebugOn()

i've watched the vid a couple of times and wonder if the overhead rail could use more verts and/or lower friction?

and, i expect there's a trigger setting collision groups at the entrances to the rail? i've contemplated handling similar and that is my current thought.

otherwise: blink said, "put it up on itch.io" and i +1 that thought
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blink0k
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Posted: 16th Dec 2020 00:31
I should pay better attention.
1 suggestion: Those grave stones would make great knockdowns
Virtual Nomad
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Posted: 16th Dec 2020 01:17 Edited at: 16th Dec 2020 01:26
still scrutinizing the vid/looking for insight but i believe i'm seeing plenty of tunneling (was focusing on the RH flipper) while assuming copious use of SetSpritePhysicsIsBullet(().

as we don't have 100% (much less current) box2d implementation, consider your own prediction/time of impact (TOI) functions (to account for flipper rotation, especially).

i have some basic routines in place here but since i've really stretch the limits in scale (ball vs paddle @ high velocity), it still needs a lot of work.

if you can stomach it, turn your speakers off and watch this. since it's on autopilot, the ball should never hit the bottom wall and turn red (while it obviously does, at times). and, if anyone is wondering, that is actual (unnecessary) speed at the upper end of "normal" gameplay speeds, it's still only 99% solid but i think i can get to 100 if i ever revisit the project (which, obviously, this has me considering).
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Paxi
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Posted: 16th Dec 2020 12:46
@Blink, I was considering doing a couple more tables, although they are tricky to dream up.

@Nomad, I'll dig a screenshot out later when I get home from work. Youre right that the top section could use some smoothing on the collisions. I didnt set the ball as a bullet because it creates problems when it hits the flippers but I am seeing much less ball passing through flipper now since I redesigned them slightly. I've found that setting a box collider rather than a poly definitely improves that.

On the rail for the ball launcher, once it leaves the rail and enters the hole there is an invisible sprite that I do a collision check against, and also make sure the ball is at a certain X position on the table, which guarantees it must be clear of the launcher and cannot fall back down the rail. If its clear then I turn collisions off on the launcher rail and turn on another one.

I actually need to rework the plunger a bit I've never been happy with it, it works but doesn't behave correctly.

Will check your video later. Back to work for now
Paxi
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Posted: 16th Dec 2020 21:38 Edited at: 16th Dec 2020 21:41
Heres the screeny Nomad

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Virtual Nomad
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Posted: 16th Dec 2020 22:49 Edited at: 16th Dec 2020 22:51
thanks, paxi

i just now noticed the gallery of zombies at the top. good stuff!

there's a lot going on that i need to pay attention to
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Conjured Entertainment
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Posted: 31st Dec 2020 01:55
This looks really good.

Your mechanics look great, and, of course, just watching that made me want to play it.

Most impressive for a first game, as anyone who has played around making pinball stuff knows.

Nice work!


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
fubarpk
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Posted: 2nd Jan 2021 03:15
Very clever Paxi until i read i wondered if it was 3D or 2D always good to hear about different approaches to solve problems
I really need to get back into coding certainly allot better than my 2D retro pinball game i made many years ago.

The theme being zombie based, so just thinking of that there is so many ways that you could research google etc for directions
to take on ideas to create different tables

you could even change the themes to like Christmas, Easter etc perhaps a gringe or sleigh as a background image
so just giving ideas hopefully inspirations

There are people that can turn something like that and use in different ways various themes as separate changes or
improvements different releases etc to gain downloads and sometimes profits.

Graphically its a great game and that alone is often reason for people to download and try. Good luck with your developments

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RickV
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Posted: 4th Jan 2021 15:37
Great work Paxi, I will be mentioning your game in the Newsletter!
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Paxi
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Posted: 12th Feb 2021 20:57
Thanks guys for the more recent comments and support! I was off the grid for a little while due to another project, some rare 3D work that came up, so I missed the comments.

RickV awesome on the Newsletter

I've been working on a new table "The Graveyard". I considered what other zombie environments I could do, and then realised I could keep the original table (which was sort of graveyard /city theme) and figured just go full graveyard and full city. The 4th one will be the Hospital, which is still just fragments in my imagination at this point.

I'll post a video of the new table soon.
Paxi
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Posted: 22nd Feb 2021 13:20
Some of the new table in action.

haliop787
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Posted: 22nd Feb 2021 16:12
Awesome new table. I really like the bats animation really good. Is this done with particle editor ?
Nadav "Haliop" Rosenberg
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Paxi
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Posted: 22nd Feb 2021 18:32
Thanks hali!

It was done with a particle editor, but not the AppGameKit one. I used 3DS max to do it and render out a short animation. The idea was that the bats kill the zombies but since I cant test particles against sprites I do a simple distance check and if they are within X distance of a zombie, it splats the zombie. Its not exactly what I wanted but I'll probably return to it and figure out a better solution.
haliop787
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Posted: 23rd Feb 2021 05:14
Ok so this is what i would do.

I will the run the effect as you do, but i will render it to image so it would look the same and add that rendered image into a sprite, than i would check for collision using the zombie sprite and the bats one.

But then what youll get is 1 huge sprite so it will overlap the entire screen so it might not be such a good solution.

However, you could actually use it the same but with a dummy sprite with no image at all just for collision checking and that sprite will go from width/height of 1 to the max it covers the screen, grows as the animation grows then you might get a really nice and smooth sprite collision checking.
Nadav "Haliop" Rosenberg
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