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About BdR

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  1. I'm working on an endless-runner-game type game where the player has to catch coins and avoid bombs. It's underwater in the ocean and the scrolling direction is downward. The player moves towards the ocean floor, except it's like an endless pit and he will never actually reach the ocean floor.   The problem is that I don't know what to display as a background, because in open water there are no plants or rocks.  With a horizontally scrolling game this is easier because you can show plants or the floor moving. The enemies slowly move upward ofcourse, but I don't think that's enough to convey the downward scrolling motion...   Any tips or ideas will be much appreciated. Or does anyone know any underwater vertically games like this that I can take a look at?
  2.   The point about the disproportionate media attention is a good one. Actually this boils down to the same point about some apps getting large amounts of attention and most apps getting ignored almost completely. But I don't agree with your second point. Maybe the original Flappy Bird creator spent weeks or even months optimizing the scrolling speed, gap height and bounce upward amount for the best gameplay. In the case of Flappy Bird I doubt it took that long, but in most other games quite some time is spent on experimenting ideas and optimizing/balancing gameplay. Someone making a clone can skip all that research and just look at the end result and copy that.
  3. Flappy Bird inventor releases a new Swing Copters game – and it’s almost impossible   ..released only 5 days ago (20 aug), and predictably here come the clones.     good point
  4. I'm not talking about game clones that are better than the original, or clones that try to be a little different. Im talking about the gazillions of clones that range from low quality amateur stuff to almost verbatim copies. There seems to be a trend now where certain app developers are just copying whatever is in the top 25 downloaded apps. Preferably with a title that contains words from the top apps. There actually are several(!) "Flappy 2048" apps, that kind of says it all really.. And no, the developers aren't trying to improve the original here; I think it's essentially link-baiting with app titles  
  5. Ever since that Flappy Bird hype earlier this year the copying and cloning of simple but successful games on Android and iPhone has gotten a little bit out of control I think.    At one time the iPhone app store was flooded with at least 60 Flappy Bird-clones per day, but the cloning hasn't just been limited to just Flappy Bird. Ever since there have been smaller but similar hypes around several simple games, each spawning hundreds of clones and copycats. Flappy Bird Threes / 2048 Piano Tiles 100 ballz Timberman Follow the line <- to a lesser extent (hype in progress?) Don't touch the spikes <- the latest craze And yes, I understand there always have been clones, like the many Doodle Jump clones and Temple Run rip-offs.. But the pace and especially the volume at which these clones are cranked out at the moment..  It's at least remarkable. There even are posts on sites like Elance where people are simply asking for someone to write them a Timberman clone for a certain amount of money. I personally think it's a bad think, and there are some similarities with the videogame crash of 1983 (high volume, low quality).   Any thoughts on this?
  6. BdR

    Collision problem

    No, i'm not using division in my example, there is no dividing at all. Remember that in code Spheres(Nr1)\xSpeed#, the \ (backslash) is a property indicator, not a division operator. Division is done with a / (slash) it's a bit confusing, i know.. In Visual Basic code it would look something like this Spheres(Nr1).xSpeed so which programming language do you use anyway?
  7. BdR

    Collision problem

    If it helps, here is the (simplified) function that handles the sphere collisions in my game E-Motion Deluxe. I left out the big-small-sphere collision and the new-sphere-spawn part, because that is irrelevant here. It is written in BlitzBasic, a BASIC language, and i'll explain a few things that are particular to this specific basic "dialect" so you'll understand. For example the code Spheres(4)\ySpeed# means, look in the array called Spheres, take the 4th record and look at the ySpeed# variable (or "property") of that record. In BlitzBasic a # (pound sign) means it is a floating point variable or constant. All variables without a # are integers. And the ; (semi-colon) is the comment indicator. So here goes. [grin] Const THRESHOLD_FORCE# = 0.1 ; Nr1, Nr2 are Spheres array indexes ; X1#, Y1# and X2#, Y2# are the centre position of the 2 spheres Function HandleSphereCollision(Nr1, Nr2, X1#, Y1#, X2#, Y2#) ; collision angle, angle of line through centre of the spheres CollisionAngle = ATan2((Y2 - Y1), (X2 - X1)) ; align sphere speed vectors to the collision angle AngleBall1 = ATan2(Spheres(Nr1)\ySpeed#, Spheres(Nr1)\xSpeed#) - CollisionAngle AngleBall2 = ATan2(Spheres(Nr2)\ySpeed#, Spheres(Nr2)\xSpeed#) - CollisionAngle ;preserve kinetic energy, E(k), the speed vector Ek1# = Sqr((Spheres(Nr1)\ySpeed#^2) + (Spheres(Nr1)\xSpeed#^2)) ; ^2 means to the 2nd power Ek2# = Sqr((Spheres(Nr2)\ySpeed#^2) + (Spheres(Nr2)\xSpeed#^2)) ;speed vectors aligned, so now the x-axis IS the collision angle, swap the x-vectors CollisionXspeed1# = Ek1# * Cos(AngleBall1) CollisionYspeed1# = Ek1# * Sin(AngleBall1) CollisionXspeed2# = Ek2# * Cos(AngleBall2) CollisionYspeed2# = Ek2# * Sin(AngleBall2) ; if spheres are already moving away from each other, then they cannot collide ; this situation can occur when spheres is spawned, and overlaps another sphere If ((CollisionXspeed2# - CollisionXspeed1#) < 0) Then ;spheres not already moving away, so swap the x-vectors tmpX# = CollisionXspeed1# CollisionXspeed1# = CollisionXspeed2# CollisionXspeed2# = tmpX# End If ; when colliding, spheres MUST move away from each other, must have at least some speed If (CollisionXspeed1# > -1*THRESHOLD_FORCE#) Then CollisionXspeed1# = -1 * THRESHOLD_FORCE# If (CollisionXspeed2# < THRESHOLD_FORCE#) Then CollisionXspeed2# = THRESHOLD_FORCE# ;preserve new calculated kinetic energy Ek1# = Sqr(CollisionYspeed1#^2 + CollisionXspeed1#^2) ; ^2 means to the 2nd power Ek2# = Sqr(CollisionYspeed2#^2 + CollisionXspeed2#^2) ;reverse aligning speed vectors AngleBall1 = ATan2(CollisionYspeed1, CollisionXspeed1) + CollisionAngle AngleBall2 = ATan2(CollisionYspeed2, CollisionXspeed2) + CollisionAngle ;store new xSpeed and ySpeed values Spheres(Nr1)\xSpeed# = Ek1# * Cos(AngleBall1) Spheres(Nr1)\ySpeed# = Ek1# * Sin(AngleBall1) Spheres(Nr2)\xSpeed# = Ek2# * Cos(AngleBall2) Spheres(Nr2)\ySpeed# = Ek2# * Sin(AngleBall2) End Function [Edited by - BdR on June 1, 2005 1:14:59 PM]
  8. PopCap, of Bejeweled-fame, has released its framework, mostly used to produce 2d(ish) games. That might be intereseting for people here. See this topic for more info PopCap framework available.. some tools and VC++ source The The independent gaming charts also holds lots of 2d games. I recently re-discovered a very cool 2d game, Tetris Attack (aka Panel de Pon) for SNES, a unique 2d puzzle game in tradition of tetris and puyo puyo. Quote:Original post by Wavarian I'm going to get shunned for this, but from my point of view, if it's 3d, chances are, you've played it before. I agree, but there are exceptions. Good examples of 3D used to improve gameplay, i think, are Roll Away (aka Kula World, 1998) for Playstation, and maybe also Super Monkey Ball
  9. BdR

    Collision problem

    For my E-Motion remake, which is all about colliding spheres, I used the info on this subject from this page: Collision detection in AniSprite Very clearly written, with illustrations and everything.
  10. BdR

    C++ too difficult

    Quote:Original post by daviangel "These languages achieve this efficiency by assuming the programmer is very smart and doesn't make mistakes" I couldn't agree more. I've programmed one game using Borland C++ Builder and my main problem with the C++ language was that you have to do a lot of stuff yourself. Things that the Delphi or BlitzBasic etc. compiler automatically do for you, like array index checking, memory cleanup etc. And the unique C++ language features offered, like operator overloading, are really counter-intuitive IMHO. I think in general you can say, that with C++ you end up spending 50% of the time solving problems related to the programming language (memory management, operators, header-files and the order in which to include them, etc.), and 50% of the time solving your own game-programming "problems" (like collision detection, high-score sorting, attack patterns etc.) So anyway, if you're just interested in game-programming then i can highly recommend Blitz Basic and its successor Blitz 3D [smile]
  11. BdR

    HELLO from the BLitzCoder Users

    The blitzcoder forum is just moving to, they will probably add a forum there too, i guess. Still, i think it would be a good idea to add a "BASIC" section to the gamedev forum. The current wave of new BASIC compilers (BlitzBasic, DarkBasic, PureBasic etc.) has in a way replaced Turbo Pascal/Delphi as the easy(er) game-programming tool. At least that's how I see it, look at the turbo - Borland/Inprise compilers forum, there are hardly any new posts. and btw just to create a loop, here is the blitzcoder forum message linked to this forum :P
  12. Quote:Original post by mauzi_the_Dude dead or alive II & III(in development) and not to forget the most aquward of them all: moorhuhn (don't know how far it came on the international market, but austria and germany was terrorised with loads of new versions) crosshair shooters are designed for arcade-lightgun-machines and are rarely portet to other platforms, but to be honest without a lightgun they don't really make much sense or fun, i'd rather play a good FPS instead. imo, greetz the dude No, those are essentially gun-games, same as Operation Wolf and Time Crisis, I don't mean those kind of games. (btw i guess you meant "House of the Dead 2 & 3", not "Dead or Alive" the fighting game) Come to think of it, "Dead to Rights" and "Rez" on the PS2 come close the crosshair-game-in-3D idea.
  13. As far as I know, there are very few crosshair shooter type games, in the same type as Cabal (which was the first). I guess you could call them "third person shooters". Cabal (1988) Blood Bros (arcade 1990) Nam 1975 (Neo Geo 1990) Spinal Breakers (arcade 1990) Alligator Hunt (arcade 1994) Wild Guns (SNES 1994) to give you an idea, here are some screenshots Blood Bros Wild Guns So why were there so few of these crosshair shooters type games? Isn't it about time for a modern 3D update of these type of games? There are so many FIRST-person-shooters, so why are there so few THIRD-person-shooters? One of the cool things is that you have an good overview of the surroundings and the destruction and mayhem, something which you don't really have in a FPS.
  14. I just released a new game, it is a puzzle game for Windows where you slide snakes around in a maze. You have to move the green snake to the exit (head-first) here is a screenshot and link (251 KB) and the webpage btw you can create your own puzzles with the built-in puzzle editor. If anyone can create some cool levels, please send them to :) When I've recieved 25 puzzles in total (or more) I will add them as an extra puzzleset.
  15. BdR

    define:"Game Engine"

    Wrappers and game-engines are 2 totally different things. Wrappers are functions that "wrap" or "encapsulate" functions. So that a game written using Direct3D function can for example also run using OpenGL functions. They are kind of like on-the fly translation functions. Think of wrappers as those power-outlet adapters, with which you can connect European electric devices (like a shaver or lamp or coffeemaker) to American power-outlets. Game-engines are game programs minus the game content. A game-engine contains all the basic game logic. Like functions to display the game world, gravity, physics, loading models etc. It is like a skeleton of a certain game type. Think of a game-engine like it's a DVD-player, it contains everything to decode a movie to audio and video, and the DVD-dics are the actual game content. Most of the time "game-engines" refer to first-person-shooters engines, because Unreal was one of the first games to really separate the game-logic from the game-content. But there also are racegame engines, soccer-game engines (FIFA2005) etc.
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