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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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Matt
Registered: Apr 2002 Posts: 598 |
wow, looking great so far!
keep us informed |
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Oswald
Registered: Apr 2002 Posts: 5094 |
yeah very nice indeed!! :)
one thing, imho you should adjust the physics a bit, the movement feels like the ball were a ping-pong ball, make something to have it that heavy metal ball feel. It just bumps and hops sometimes too much here and there. |
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WVL
Registered: Mar 2002 Posts: 902 |
@ oswald : I guess i have to remove some more energy after each collision ;) also some more tweaking is needed to make the feel better, but at least i can see now what's happening :)
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Hein
Registered: Apr 2004 Posts: 954 |
Quote: http://www.interstyles.nl/pd.d64
check out for yourselves
Great.
Hope it will find a finishing result, no matter when.
Keep up the great work. |
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CreaMD
Registered: Dec 2001 Posts: 3057 |
Oh yeah!!! (... and agrees with Oswald ;-) |
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Richard
Registered: Dec 2001 Posts: 621 |
That update of your project is looking great. Keep up the good work. We all would love to see this finished :) |
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WVL
Registered: Mar 2002 Posts: 902 |
I did some quick hacking today and together with a bug-fixed collision tool we got this out of our hands :
the ball moves a bit smoother now and YOU CAN SHOOT THE BALL AWAY!! Also the collision-engine is a bit more memory-efficient (we saved 1.5 blocks) and the bitmap-scroller is sped-up quite a bit.
key to move the shooter-spring is crsr-down, but will become pound-sign in the next version (easier for me on my laptop ;) for testing). btw, you have to place the ball in the shooter duct with the joystick in port 2 yourselve to try..
if the engine freezes (ball getting stuck, still happens sometimes... tweaks needed ;) just reset and restart with sys8192.
same URL as before.
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WVL
Registered: Mar 2002 Posts: 902 |
and i finally thought of not just releasing a prv or a peak at the sourcecode, but my whole dev-package..
http://www.interstyles.nl/dev.rar
also, i have some questions :
could someone check why my visible screen-area is only 161 lines?
I think it should be 200-8(bigger border)-25(linecrunching) = 167. So i'm missing 6!
ALSO KEEP IN MIND EVERYBODY IS INVITED TO SPIT THROUGH THE CODE/GFX/WHATEVER AND SUBMIT CONTRIBUTIONS!
keep in mind the tool to make the collision-data is done by jackasser, not me, and it is beer-ware. ;) You can find it in the \pd\tools\pd dir.
you can start it with 'java PD', if you have a java-runtime environment installed.
you can compile and run the game by starting compile.bat. Notice that this will only work on windows/dos machines and will try to start winvice to start the game. Make sure you have it point to your own vice directory.
Same goes for the pdtool, to edit the bitmaps.
regards, Werner
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Buhuhuhu, my Java tool is really bad written... :p Please don't flame me. |
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WVL
Registered: Mar 2002 Posts: 902 |
Jackassers tool only works without problems in 32bit screenmodes ;) i just thought i mention it :) |
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