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Poly Blaster - a physics-based ball blasting game!
#28
(09-25-2024, 02:59 PM)TerryRitchie Wrote: - That's a rabbit hole I'm going to steer clear of 

That's a shame. Your ideas of Peggle like additions sound awesome.

I'm still not jumping into that rabbit hole but I did dip my toe in slightly. The code already existed for collisions, updated trajectories, etc, so I've applied that to the targetting as an option that's set to false by default.

If you update line 247 to `game.longTarget% = TRUE` you can see what it looks like. Similarly, you can modify the constant value on line 63 (`Const LONG_TARGET_BALLS = 40`) to determine how long the target extends to. It's quite nice as you can even see the path modifying in real time when aiming against rotating polygons. What I'm not so sure about is the fact that it's only giving the path for balls of default size. Larger or smaller balls aren't going to follow the path accurately. That's the only thing stopping me from implementing it properly.

If it were to go in, my thoughts are that it could be activated -
  • temporarily by picking up a new bonus type during game play
  • for n seconds each time the player is aiming (after which it drops back to default length)

I'd be interested in thoughts on this. I don't think I'll be adding any other features but this one might be worth slipping in...
RokCoder - dabbling in QB64pe for fun
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RE: Poly Blaster - a physics-based ball blasting game! - by RokCoder - 09-25-2024, 05:07 PM

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