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Author Topic: [DEMO] Kirby's Rebound!  (Read 11198 times)

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Re: [DEMO] Kirby's Rebound!
« Reply #20 on: July 31, 2008, 02:29:14 am »
  • Lionfish App dev
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Thanks Luke. Good to have someone backing my decision there. :P
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Mirby

Drifter
Re: [DEMO] Kirby's Rebound!
« Reply #21 on: July 31, 2008, 02:34:41 am »
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Darklight's name is Luke? [insert Star Wars joke here] Anyways, I support your decision. As this is a sequel to Block Ball (albeit a spiritual one) arrow keys would keep a somewhat similiar control scheme. But mouse control works as well, and it is much quicker.
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Quote from: Mamoruanime
I like-like it :D
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Kingknight

SiMelon
Re: [DEMO] Kirby's Rebound!
« Reply #22 on: July 31, 2008, 03:30:16 am »
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Maybe have both be an option? I like the arrow keys, but the mouse if just as good.
Mouse FTW.

I don't see why you couldn't add new concepts, it is a remake. >_>
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Re: [DEMO] Kirby's Rebound!
« Reply #23 on: July 31, 2008, 06:27:10 am »
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Darklight's name is Luke? [insert Star Wars joke here] Anyways, I support your decision. As this is a sequel to Block Ball (albeit a spiritual one) arrow keys would keep a somewhat similiar control scheme. But mouse control works as well, and it is much quicker.
Yes my name is Luke, yes i have been subjected to many star wars jokes :P.
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Quote from: Jason
Your community is a bunch of stuck up turds.

Mirby

Drifter
Re: [DEMO] Kirby's Rebound!
« Reply #24 on: July 31, 2008, 06:30:10 am »
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No prob, I used to know this kid named Luke; at the beginning of every school year I said, "Luke, I am NOT your father!"

I should've said [insert obligatory Star Wars joke]; Luke is a pretty cool name, anyways.
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Quote from: Mamoruanime
I like-like it :D
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Re: [DEMO] Kirby's Rebound!
« Reply #25 on: July 31, 2008, 07:05:45 am »
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No prob, I used to know this kid named Luke; at the beginning of every school year I said, "Luke, I am NOT your father!"

I should've said [insert obligatory Star Wars joke]; Luke is a pretty cool name, anyways.
Yeah, I like the name. there's not much that rhymes with it, so hardly anyone can find anything to pay me out with XD.
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Quote from: Jason
Your community is a bunch of stuck up turds.

Mirby

Drifter
Re: [DEMO] Kirby's Rebound!
« Reply #26 on: July 31, 2008, 07:14:21 am »
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Duke, Nuke, Fluke... there's a few rhymes.

On-Topic: I'll check it out tomorrow.
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Quote from: Mamoruanime
I like-like it :D
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Mamoruanime

@Mamoruanime
Re: [DEMO] Kirby's Rebound!
« Reply #27 on: July 31, 2008, 07:46:34 am »
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Looks neat, but the collisions are really farked :s
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Re: [DEMO] Kirby's Rebound!
« Reply #28 on: July 31, 2008, 07:56:05 am »
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Looks neat, but the collisions are really farked :s
pretty much what I was going to say, forgot to say it.
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Quote from: Jason
Your community is a bunch of stuck up turds.
Re: [DEMO] Kirby's Rebound!
« Reply #29 on: July 31, 2008, 03:32:26 pm »
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Woah, wait. The collisions are messed up? That's important people! >.< Uh, what ones. And how are they messed up?
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Kingknight

SiMelon
Re: [DEMO] Kirby's Rebound!
« Reply #30 on: July 31, 2008, 05:35:43 pm »
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well maybe because you can smash 3 blocks with 1 hit >_>
i played it over again and found that
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Re: [DEMO] Kirby's Rebound!
« Reply #31 on: July 31, 2008, 09:18:24 pm »
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Yeah, not sure what to do about that.. how do real Breakout games handle this?
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Kingknight

SiMelon
Re: [DEMO] Kirby's Rebound!
« Reply #32 on: July 31, 2008, 09:27:32 pm »
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most breakout games are made in flash or java so i dont know :-\
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Re: [DEMO] Kirby's Rebound!
« Reply #33 on: July 31, 2008, 10:56:17 pm »
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well maybe because you can smash 3 blocks with 1 hit >_>
i played it over again and found that
Wait, you could smash blocks? I couldnt.
Also, the pad needs to be curved on the sides IMO so you can hit kirby on angles.
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Quote from: Jason
Your community is a bunch of stuck up turds.
Re: [DEMO] Kirby's Rebound!
« Reply #34 on: July 31, 2008, 11:20:22 pm »
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Luke, if you hit Kirby near the edges he should move at a larger angle than in the center. I can make the angles more dramatic though if you'd like.
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Re: [DEMO] Kirby's Rebound!
« Reply #35 on: July 31, 2008, 11:23:21 pm »
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Luke, if you hit Kirby near the edges he should move at a larger angle than in the center. I can make the angles more dramatic though if you'd like.
Hum that dosen't sound right, if I remember my physics right the angle of incidence should be the same as the angle of reflection?
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Re: [DEMO] Kirby's Rebound!
« Reply #36 on: July 31, 2008, 11:35:01 pm »
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Well, that's true. In a real life situation the ball hitting a flat paddle like this would bounce back up vertically if it was only moving vertically to begin with. However that's not the way that traditional breakout games work, so...
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Re: [DEMO] Kirby's Rebound!
« Reply #37 on: July 31, 2008, 11:41:09 pm »
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Well, that's true. In a real life situation the ball hitting a flat paddle like this would bounce back up vertically if it was only moving vertically to begin with. However that's not the way that traditional breakout games work, so...
Not strictly true, it depends how the game works, but thats fair enough. Personally I'm just anal about getting things correct.
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Re: [DEMO] Kirby's Rebound!
« Reply #38 on: August 01, 2008, 02:59:41 am »
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Okay then. Also, right now I have it set up so that there are five separate "hit zones" of a sort on the paddle, and which one Kirby hits determines his angle when leaving the paddle. I think I'd like to make that a more precise system where Kirby's angle depends on his exact distance from the center of the paddle when he hits.
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Mamoruanime

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Re: [DEMO] Kirby's Rebound!
« Reply #39 on: August 01, 2008, 03:07:25 am »
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Well the point of the paddle is control...

You should be able to manipulate the angle of the ball by hitting it on the sides of the paddle; that's what determines player skill in those games. The paddle should not apply to the rest of the game's physics rules.

The rest of the collisions should strictly be reversed direction (x or y) if you're going with just solid blocks. If you're going with angled blocks, you need to set up proper collision for them. The issue I found with this is it's bouncing off of the chamfered spots on your wall meshes, when it should just be a strict direction reversal.
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