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Geek Culture / Wondering if any DBpro Physic Programmer interested in Prototyping.

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Louis Dimsdale the 3rd
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Posted: 1st Jun 2009 04:29
Hi People,

Years ago, when I worked at THQ, we spent a lot of time building simple Prototypes for game play concepts for a Sponge Bob Party Game. It was great fun just trying out crazy and new ideas to see what work and what didn't.

Anyways, I was wondering if any ace coders out there might be interested in prototyping some concepts that I'm been dying to try out. They are more Physics Based and beyond my coding skill.

If any of the concepts ends up being any good, I would like to approach some locate DS and/or Wii developers that I know and see if they would be interested in porting them over for DSiWare or WiiWare services for us.

Cheers..
Dragon Knight
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Posted: 1st Jun 2009 08:42
I'm currently learning to code some physics, I'd definitely give it a try.

I don't have any third party dll, so I'd be creating the physics myself, and i believe it'll be fun .

Any ideas of what your looking for?

Louis Dimsdale the 3rd
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Posted: 2nd Jun 2009 03:37 Edited at: 2nd Jun 2009 03:49
Awesome Dragon Knight Thanks.

Physic Code wise all we'll need is swinging and thrust really.

Would you be interested in proceeding via e-mail or maybe keeping it in the forms might be fun??

I'm just adding a few diagrams to the Design Doc and then I'll fill you in on the concept.

Cheers...

[/href]http://www.dimsdale-kreozot.com/[/href]
Dragon Knight
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Posted: 2nd Jun 2009 06:39
I really don't mind, i have a feeling i'll love it

you can email me or just keep it on the boards ^-^, [email protected]

heh i thought you were going to ask for something really hard haha, i believe I'll be able to do it.

Monk
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Posted: 2nd Jun 2009 12:09
How many people are you looking for?

Im not as good as Dragon Knight but Im happy to help =)

mamaji4
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Posted: 2nd Jun 2009 14:44 Edited at: 4th Jun 2009 00:59
Well, I have majored in Physics but don't even have a copy of DBPro. So I don't know if I qualify.

Grandma and I were separated at birth when his stork took a left turn.
Louis Dimsdale the 3rd
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Posted: 4th Jun 2009 03:26 Edited at: 6th Jun 2009 03:48
hi guys,

here is a link to a google doc for the prototype.
my goal is to just basically to try some different ways to play games.
this idea is just a different way to move around a level.

PROTOTYPE DOC LINK:-
http://docs.google.com/View?id=dd3ghb9g_248dk5k8wdh

[/href]http://www.dimsdale-kreozot.com/[/href]
Louis Dimsdale the 3rd
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Posted: 6th Jun 2009 03:47
Haven't been able to get to the pc over the last few days as the result a dicky back problem. So sorry for the slow responce.

Guys, let us put Dragon Knight in charge of coding the project (if he wants the responsibility?). I don't know much about managing code, but all the help the better I think?

[/href]http://www.dimsdale-kreozot.com/[/href]
Monk
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Posted: 7th Jun 2009 17:50
Seems a decent plan.

Ive got a plan of how to make that demo, and am starting it =)

Dragon Knight
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Posted: 7th Jun 2009 18:06 Edited at: 7th Jun 2009 22:40
-EDDDDITTTTT----

Okay newest one... i've sort of gotten closer.. i've got to mess around a bit more with the formula to get it positioning at the start of the click better.. unsure how though.. but i'll keep trying



Dragon Knight
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Posted: 7th Jun 2009 21:46 Edited at: 7th Jun 2009 22:34
Okay i've updated my last post, i know the rope is a bit off, but i'll fix that later

What i'm currently working on.. is getting it to start off in the right angle.

Anyone have any ideas?

So far it's based on time to get a nice smooth left to right.. i guess i'll have to manipulate this variable to get the correct values for the starting points.. but this i'm a tiny bit unsure off.

I've done allot of work today but i'm not giving up.. i'm getting a cup of tea and cracking this cookie!

-Side note-
(The ninja rope, was to make sure i was pointing and getting ROUGHLY the correct info)
NewAngle# = MaxAngle# * sin(Sqrt(G/(L/ObjectWeight#)) *t )
<-- is the formulae maybe i'm not just thinking straight but i should be able to just switch time around with angle but i've not got my thinking cap on

Monk
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Posted: 7th Jun 2009 22:37 Edited at: 7th Jun 2009 22:39
I think that the ball stops swinging slightly too quickly in your demo....

Also, If were gonna prototype this as a form of movement, the rope needs to not originate from the centre of the screen, but from the spheres last position....

Looking better than my attempt though, Heres what I had last time i checked:



Im still working on it though =)

Dragon Knight
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Posted: 7th Jun 2009 23:47 Edited at: 8th Jun 2009 05:35
-----------------
--Version 0.7--
--Swing Code--
-----------------



I'll tidy up the code when i've got it all working

Only two bug.. things that need sorting really...
1.)On odd occasions the swinging system bugs out (jerky repetitive stuck motion)
2.)when camera is moved the rope isn't displayed correctly

----Controls----
Up/Down key to extend / bring in rope
Mouse click to cast rope

Louis Dimsdale the 3rd
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Posted: 8th Jun 2009 12:30
Hey, awesome work Dragon Knight & Monk!!!
Only had time for a quick look over the builds, but I'm Impressed!! Get a feeling that this might end up being a fun way to move within a level.

Also, if you have any ideas to add to the concept, then add them to the end of the google doc, or post them on this thread!!

I'll get you some feed back over the next 48 hours (sorry for the delay, all should be back to normal be then)

Cheers...

[/href]http://www.dimsdale-kreozot.com/[/href]
Monk
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Posted: 8th Jun 2009 19:06
I have a different approach to the 2d idea, but im busy tonight so ill try it tomorrow hopefully =)

Dragon Knight
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Posted: 8th Jun 2009 21:55
okay latest build
---v 0.8---

cannot seem to fix the bug though.. with it sometimes wacking out...

This one lets you throw the ball, then continue on with casting new ropes



Louis Dimsdale the 3rd
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Posted: 9th Jun 2009 00:18
Awesome Dragon Knight

Is the bug because your doing collision detection on the rope?
I think we'll only need collision detection on the sphere. I think having it on the rope will make things to hard for the player (and coder?)

This build gives a clear direction on now the camera needs to work. Just need to put a little thought into that now.

Cheers.....

[/href]http://www.dimsdale-kreozot.com/[/href]
Dragon Knight
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Posted: 9th Jun 2009 00:36 Edited at: 9th Jun 2009 20:19
YES!!!!!!!!!!!!!!!! FIXED IT!!!!!
WOHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO



The problem lay with t#, i had some old code in i forgot to remove haha.. such a silly mistake

Figured it out with the power of taking the formula apart then revising each variable

-Edit-
Hey, ahm what else would you like for the proto-type, so far it just gives you an overall general look at how the physics would feel . It wouldn't be too hard to implement thrust etc.., just increase / decrease t# depending on where the swing is from left/right and also adding to the maxangle# or decreasing it.

Louis Dimsdale the 3rd
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Posted: 10th Jun 2009 02:32
Thanks, thats cool!!

Lets pull the camera back out x2.
Add in the trust.

If I send you a simple text file, could you build a simple level out of it just using blocks?

[/href]http://www.dimsdale-kreozot.com/[/href]
Dragon Knight
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Posted: 10th Jun 2009 02:55 Edited at: 10th Jun 2009 03:07
Pulling the camera back, i've changed my method to not moving the camera for now, as I'd have to re-write the ninja rope line code, as it doesn't cope with camera movement yet . I tried once before to re-write the line code to accommodate it, was successful at finding one way of how not to do it .

Change the value of CameraDistance#, now to change how far away you want the zoom 1000 = double the distance it was last time. The pick screen command was slightly off so i had to divide the distance given by 4, no idea why.. but ah well .



Give me the txt file, along with how you built the txt file lol, meaning how the numbers in it are put together. Then it'll be no problem to make the level from it.

I'd lay it out as follows:
BoxPosX
BoxPosY
BoxSizeX
BoxSizeY

-------
Rotation can be added if you wish, and anything else you can think off, putting the information on new lines just makes it easier for me.

I'll add in the thrust tomorrow, as i need to finish of making a 3d model, (I'm currently just creating at least one 3d model per day )

One bug i noticed which i overlooked before, the flashing off the ball when you click really fast. Will have to look at that tomorrow and give a go at fixing it as well.

--Side note--
Referring to your back, this may help or it might not be for you but have you ever heard of the alexander technique? It might be something you may want to look into .

Louis Dimsdale the 3rd
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Posted: 10th Jun 2009 03:18 Edited at: 10th Jun 2009 03:19
Example Text Level:-
60x10 grid

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx,
xxxxx xxx xxx x x xxxxxx ,
,
,
,
,
xx ,
xx ,
xx xxx xxxxxxx xxxxxxx ,
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx,

Don't worry about the Extra Option for now.

[/href]http://www.dimsdale-kreozot.com/[/href]
Louis Dimsdale the 3rd
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Posted: 10th Jun 2009 03:19 Edited at: 10th Jun 2009 04:49
or maybe easier to grab it from the google doc?

File is attached here.

EDIT:-
I tweaked the Variables to these:-

`Variables
G# = 5.81 //Gravity
friction#=0.01
SpeedOfSwing#=10
VelX#=0
VelY#=0
RopePlaced=-1
CameraDistance#=2000


Opps, sorry about all the post!

[/href]http://www.dimsdale-kreozot.com/[/href]

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Louis Dimsdale the 3rd
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Posted: 10th Jun 2009 03:23 Edited at: 10th Jun 2009 03:47
Dragon Knight, what are you making 3d models for?

I see you are working on a Star Fox remake on your web site.
Hows that progressing. I started out as a 3d modeler, might be able to help you out if you need help?
I've always wanted to make a WWII Star Fox type of game.

Thanks for putting me on to The Alexander Technique.
I'll check it out. I did my back-in from pulling my dirt bike out of a 6ft deep sink hole

[/href]http://www.dimsdale-kreozot.com/[/href]
Jeku
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Posted: 10th Jun 2009 03:25 Edited at: 10th Jun 2009 03:25
Okay, triple posts are a definite no-no. Please, this forum is starting to get a little messy. Could this project be better communicated via email between you two? Thanks

Monk
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Posted: 15th Jun 2009 19:42
Heres as far as I got with the 2d...



Louis Dimsdale the 3rd
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Posted: 16th Jun 2009 04:32
Awesome Monk!!
That feels really good.
Wonder if there could be anything done to improved the frame rate??
I think this could be fun within a game.

Dragon Knight and I are going build on this concept and see where it take as. Would you still be interested it staying involved and see what happens?

[/href]http://www.dimsdale-kreozot.com/[/href]
Monk
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Posted: 16th Jun 2009 23:15
The frame rate goes as high as you want, I just put a wait 100 in to slow it down so the balls not swinging toooo fast.

Ill keep chipping in ideas if you get stuck or want feedback, but since it took me over a week to do that little demo, I dont think i could really contribute much time or code....

Louis Dimsdale the 3rd
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Posted: 17th Jun 2009 03:24
Sweet about the wait 100 command, I had a quick look but must have missed it.

Would you be interested in doing a different game prototype?
There's no hurry on a time frame or anything, we would just have fun playing around with another idea.
You did great job on this one.

If you keen then shoot me a e-mail on [email protected]

Cheers...

[/href]http://www.dimsdale-kreozot.com/[/href]
Monk
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Posted: 17th Jun 2009 18:31
In an ideal world, i would say yeah id like to keep trying prototypes, but the reason it took me that long on the first one is just plainly because I had little enough free time, let alone time I could spend coding.

So, unfortunately, thats a no-can-do for the game prototypes for me....

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