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WiiLi.org a new revolution
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TiagoTiago
Joined: 20 Jan 2007 Posts: 710 Location: Brasil
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Posted: Sat Jul 14, 2007 11:45 pm Post subject: game idea, "beer pong" |
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the idea of the game would be to do somthing like http://www.youtube.com/watch?v=wFZevw1AHZs and have the ball throw (as well other variations that doesn'tinvolve directly throwing a ball) be controlled by wiimote (plus nunchuk probably), some ideas of how the control would take place would be, calculating a throw motion based on accelerometer data, the old school, aim+power and many other possibilities
the game would "ship" with a level editor, would have automatic replay saving that would delete de beggining of the older replays till they are completly deleted and then move on tot the next older autosaved replay, plus an option to permanently save an autosaved replay with the only limit being disk space, camera controls for both pre-throwing and after-throwing, including a couple of predefined smart cams, the replays would be saved as game data at first (like saving the level and the control inputs for the throwing and stuff and be replayed in game simply by throwing the ball again witht he precise same conditions, and for the permanent replays there would be an option for rendering it into a video file, also a "machnima" option to edit and save camera movements and stuff for the replays separatedly, so one could move the camera in real time and then later render the replay without worries about how many frames would be being rendered per second
every part of a "level" would be completly physical, so if for example the ball triggers a heavy shelf to fall over a precariously balanced pile of skateboards they would all move around based on physical calculations, each each part of an object would have its own material with properties like smoothness, hardness (to know how elastic a collision with it would be), collision sounds etc. there woudl be options to build "ropes", "chains", "coils", "springs" etc just by changing the material parameters (except for the chain, the chain would be created by defining a link shape and the path the chain would be laid over when the simulation begins, ability to import 3d models from several populars and usefull formats. possibility of exporting the replay data in a format that would allow 3d programs to recreate the scene and events and stuff using its own rendered and stuff. liquids and cloth would also be present, everything being as acurate as possible and necessary to achieve a faithfull simulation of a throw
ps:don't tell me to do the game myself cause I don't think I have what it takes to be a game programmer and stuff :/
ps2:I couldn't figure out where to post this for sure, so if this is the wrong place, please move it to where it should be, and I'm sorry for the inconvenience _________________ please put the scripts on the wiki so they dont get lost as new stuff is posted!
phpBB doesnt like me,somtimes it will forget to warn me about new replies to threads I asked it to,if you see a thread I should have responded, could please email me? |
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pipoxyz

Joined: 06 Jul 2007 Posts: 127
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Posted: Mon Jul 16, 2007 5:17 am Post subject: |
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i like the idea..and ive been googling some flash beerpong games..
all with the wrong controls ofc....then i was thinking..
there are flashgame rippers..doesnt matter if the game is protected, they will unpack anyway,
so instead of making the game...it would be ripping the game, and changing the controls..
...
anyway..thought this might speed up your idea a bit.
gl
*edit..i just googled a bit to what controls are possible.. which are only mouse and keyboard.. mouse flashgames make your pointer go out of the window, so it has to be keys i guess, because joystick isnt supported.
then i found a guy that made a script for joystick support.. perhaps its worth something to those with knowledge at this area..so ill paste it here
Its made in MDM Zinc, from Multidmedia.
http://www.multidmedia.com/support/learning/docs/
| Code: |
stop();
mdminit();
mdm.Input.Joystick.enable(1, "Mouse");
var last_sensor1:Number;
//om te testen met de muis
//this.onEnterFrame = onJoystick1Move;
function onJoystick1Move(xlevel, ylevel, b1, b2, b3, b4){
//trace([xlevel, ylevel, b1, b2, b3, b4]);
var new_sensor1 = ylevel;
var new_sensor2 = xlevel;
//test, met de muis
//new_sensor1 = _root._ymouse;
// is verschil te groot?
//var diffSensor = Math.abs(last_sensor1 - ylevel)
//if(diffSensor > 50 && diffSensor< 75){
// doe dan iets met de waarde
//new_sensor1 = new_sensor1 + (last_sensor1-new_sensor1)/2;
//}else if (diffSensor > 75){
// doe niks... zo'n snelle verandering is waarschijnlijk een bug
//}
// gebruik hierna de nieuwe waarde pas
//layer2._alpha = (new_sensor1+10);
vuur._alpha = (new_sensor2/1.6+60);
water2bladeren._alpha = (new_sensor1/1.6+60);
water1._alpha = (new_sensor1/1.6+60);
//_root.vuuroutput = (new_sensor2/1.6+60);
if(vuur._alpha>100){
vuur._alpha=100
}
if(water2bladeren._alpha>100){
water2bladeren._alpha=100
}
if(water1._alpha>88){
water1._alpha=88
}
}
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*edit 2: and this finished c++ project to enable joystick in flash
http://www.bytearray.org/?p=64 |
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TiagoTiago
Joined: 20 Jan 2007 Posts: 710 Location: Brasil
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Posted: Mon Jul 16, 2007 9:15 pm Post subject: |
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I was thinking more on a 3d thing, but anything related is probably a good thing as well  _________________ please put the scripts on the wiki so they dont get lost as new stuff is posted!
phpBB doesnt like me,somtimes it will forget to warn me about new replies to threads I asked it to,if you see a thread I should have responded, could please email me? |
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pipoxyz

Joined: 06 Jul 2007 Posts: 127
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Posted: Tue Jul 17, 2007 4:39 am Post subject: |
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now that i think of it..the hl2 engine would be perfect for that..
but way above my skill to do it:) |
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