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Work in Progress / Gyro Hockey

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BiggAdd
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Posted: 4th Sep 2006 05:20 Edited at: 4th Sep 2006 05:26
Hello there! This is realy my first game that i will be working on to completion. (Hopefully)

I used to own DIV Games Studio when i was little, and there was a game there which was basicaly air hockey but with small ships.
Basicaly im in the process of making my own version. Its very early stuff so far. Still got some physics issues to iron out. I dont think i'm adding AI, im just having it as a multiplayer.

Things i need to do:
Finish the map. Or Redo it.
Tweak the graphics. (But i'm happy with them for the time being)
Sort out the physics.

I may also add particles at the back of the ship to resemble scraped ice. Who knows.
Anyway. i've uploaded a screenshot, Video and Demo of what i have so far.
Screenshot:


Video:
I will put the Video on another post, i'll put the demo in this one.

Demo:
See attached--->> (This game requires you to have the Agea physx drivers installed)

O and Nearly forgot!. Just press the mouse button to go, and u move the mouse to steer.

Cheers,

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BiggAdd
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Posted: 4th Sep 2006 05:24
Video---->>

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Aaron Miller
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Playing: osu!
Posted: 4th Sep 2006 11:45
BiggAdd
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Posted: 4th Sep 2006 13:51
i dont follow hockey either. Its realy a temp name. Diddn't know what else to call it.

And Thanks.

Diggsey
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Posted: 4th Sep 2006 13:53
Does that really need physics?
I can't have DP oon this computer, so I can't run it.
Couldn't you just check which ones are coliding and use atanfull?

There are three types of people, those that can count and those that can't.
Nicholas Thompson
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Posted: 4th Sep 2006 15:45
Actually - from experience, Circular collisions are quite difficult. You need to know the normal of the collision and the direction of momentum at the moment of collision.

This isn't even thinking about the effect of spin either!

[center]
Diggsey
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Posted: 4th Sep 2006 16:34
All you need to do is work out the angle of collision, which is atanfull of the xdist and ydist.
You use that as the angle of the mirror in which you reflect the current angle. Then you can work out the x/y speed by using sin/cos on the angle of collision and multiply by the current x/y speed.
That's without using google

There are three types of people, those that can count and those that can't.
BiggAdd
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Posted: 4th Sep 2006 19:31
Im using the physics because i want to get used to Dark Physics. Also i'll be adding particles with the engine. So i used it.

So what do u think about the looks though?

TEH_CODERER
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Posted: 4th Sep 2006 19:37
It looks pretty good, especially graphically. Diggsey is right about the other way being easy and more compatible with other machines but if you have Dark Physics you may as well use and this seems like a pretty good game considering you are just trying to get used to it. One thing though, in the vid, either you weren't very good or it was very hard to control. I'll guess I'll try for myself and find out!

[url]andrewneale2004@yahoo.com[/url]
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Diggsey
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Posted: 5th Sep 2006 00:32 Edited at: 5th Sep 2006 00:34
Can you make an option to turn on/off DP, because I would really like to play this when it's finished

Also, I could add ai for you if you do that

There are three types of people, those that can count and those that can't.
Sixty Squares
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Posted: 5th Sep 2006 00:54
That game looks like fun! Just a little less mass on that puck, and a bit more speed and it'll be even better!

@Diggsey:

Quote: "You use that as the angle of the mirror in which you reflect the current angle."


How do I do that? Just add 180 to the angle???

Medieval Coder
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Posted: 5th Sep 2006 03:35
Looks great!

Jeku
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Posted: 5th Sep 2006 04:26
Quote: "Can you make an option to turn on/off DP"


You're kidding, right?


"I understand creative people. After all, I worked with towel designers." - Ray Kassar, former head of Atari
BiggAdd
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Posted: 5th Sep 2006 14:14
I could always try to make a newton version when im done. But Newton always confused me.

Quote: "One thing though, in the vid, either you weren't very good or it was very hard to control. I'll guess I'll try for myself and find out!"


I was hitting the walls to show the spinning effect on the ship. Its basicaly just Asteroid style Ship Movement.

I've Sorted out the friction issues on the puck. it flows better now. Only problem i'm having is if the puck hits the wall it doesn't bounce back. Will try to resolve that now.

Thanks for your comments, i will be posting some updates soon.

Opposing force
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Posted: 5th Sep 2006 19:50
DIV? I once used that. It's far more complicated then Dark Basic and I couldn't compile the example game in the manual for some reason. Then I stopped using it and found the 3D gamemaker which was quite good. Then I saw that it was made using Dark Basic so I bought it.

Sign up on this forum, please...
http://teammegabasic.proboards59.com

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