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WVL
Registered: Mar 2002 Posts: 902 |
Pinball Dreams discussion forum
Hey guys/girls,
instead of updating my homepage all the time, I though I could open a new thread here instead. This will also allow other ppl to comment on the development.
okay, so whassup at the moment?
Well, Last month I completely restarted from scratch on the code. Why? Well, first I wanted to concentrate more on getting the game to run in less memory, also I wanted to focus more on accurate simulation of the ball and some small other things...
What I have done till now :
1 - spawned the ball ;-)
2 - added gravity to the surroundings, the gravity data is now RLE encoded, so it doesn't take up much memory anymore. Used to eat 20 blocks of memory, now I think a map would use 3-4 blocks..
3 - I changed the gravity routine to use polar-based vectors instead of cartesean, much more accurate!
4 - added a debug mode to the movement routines, you're able to pick up the ball with the firebutton and move it around. Let go of the button and you drop it on the table again.
5 - Worked on an accurate (within 1 'bradian' degree) direction calculation routine. This routine will be used for both friction calculations and calculating new directions after collisions. So it needs to be
6 - added a (simple) friction routine.
7 - I put a small preview on the web ;-)
get it at http://www.interstyles.nl/pinball.rar
okay, what am I up to now?
1 - increase the speed accuracy to 24 bit, I need this because the friction only affects speed in the last 3 bits or so, so it's not accurate at all..
2 - add spin to the ball, so it is allowed to roll.. (also gives effect to the ball like top-spin and such)
3 - dunno yet, I'll see what is the next logical step after that.. probably the new method of collision detection, dunno..
I'm thinking of putting the sourcecode online as ascii file, so everyone can check it out...
Suggestions? Questions? other stuff?
greets, Werner
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WVL
Registered: Mar 2002 Posts: 902 |
ehr :D |
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Cresh
Registered: Jan 2004 Posts: 354 |
It will be released at X'2012.
No shit! |
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Frantic
Registered: Mar 2003 Posts: 1648 |
If released in 2012, it will be 20 years after the release of the original game. Then again, in 2022, it will be 30 years.... |
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Zyron
Registered: Jan 2002 Posts: 2381 |
But in 2056 it will be 64 years! |
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Skate
Registered: Jul 2003 Posts: 494 |
@Zyron: Wouldn't it be amazing if 10% of us could met in 2046, celebrating the 64th year of our beloved 64, talking about the 1000+ passed away sceners and playing Pinball Dreams which was just released! :) And of course 2% of us can have another meeting in 2056 to celebrate the 64th year of P.D. as well. :) |
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Danzig
Registered: Jun 2002 Posts: 440 |
Quote: @Zyron: Wouldn't it be amazing if 10% of us could met in 2046, celebrating the 64th year of our beloved 64, talking about the 1000+ passed away sceners and playing Pinball Dreams which was just released! :) And of course 2% of us can have another meeting in 2056 to celebrate the 64th year of P.D. as well. :)
In 2056 it will be a Knoeki one-man-show I guess.. |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Its been ages since the last update. The game seems almost there.
I know they were attempting to shave of bytes here an there, presumably to make room for the finishing code. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
Quote:The game seems almost there.
not quite... the engine is almost there. everything that makes it into an actual game (ie the boring parts) is still missing :) |
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WVL
Registered: Mar 2002 Posts: 902 |
what groepaz said :) |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Quote:the engine is almost there. everything that makes it into an actual game (ie the boring parts) is still missing A common problem in games and other big projects. Also getting from "almost there" to "actually there" can be quite a long way. |
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