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  #31  
Old 01-21-2013, 01:58 PM
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  #32  
Old 01-21-2013, 03:26 PM
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Quote:
Originally Posted by Tim Cottenham View Post
That's done quite simple, by letting the players drag away from a specific point (in this case the sligshot tower) I can get the direction to shoot by inverting the way the player is dragging the Mudokon, so if you drag to the left, the direction to shoot is right, drag down, and the direction to shoot is up. Then I need to calculate what power to shoot with, and this can be done by measuring the distance between the center point and the mouse (withing pre-determined bounds so there is a max distance). I translate this distance to an amount of force, and add this force to the Mudokon, in the direction that I calculated. And then we just have to watch and enjoy the Mudokon smashing into things!
So you cheat and let it do all of the trig for you?

I need to give Unity a look.
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  #33  
Old 01-22-2013, 04:16 AM
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Doesn't every language do the trig for you? Even if your using some funky language that doesn't you should surely be able to import a math library.
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  #34  
Old 01-22-2013, 04:27 AM
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Quote:
Originally Posted by DarkHoodness View Post
Got a suggestion to make it slightly funnier - Instead of the realistic "thud" that the mudokons make when they land, try replacing it with the classic mudokon pain sounds, maybe randomly alternate between the two or so. I included them in a zip file here.
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+1
That's a great suggestion! It will get done! Thank you!

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Originally Posted by Phylum View Post
So you cheat and let it do all of the trig for you? I need to give Unity a look.
Don't underestimate it, there's still a lot of work to be done

Quote:
Originally Posted by MoxCo. Executive View Post
Doesn't every language do the trig for you? Even if your using some funky language that doesn't you should surely be able to import a math library.
You are right, but the point I was trying to make was that Unity is pretty much a ready-to-use engine, and because I work alone it's nice to just get to the making of the actual game, and not worry about writing my own engine, physics, or have to collect all libraries.
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  #35  
Old 01-22-2013, 03:00 PM
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I'd actually been playing around with making a game quite similar to this, however you were instead going to be a mudarcher firing arrows, I had the code fine I just never thought it was good enough. This though is really good quality, well dones! I look forward to future updates!

+Rep for you, good sir!
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  #36  
Old 01-23-2013, 06:07 AM
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Cool! If it's actually playable, even just one level (like this) you should post it! Let people enjoy it, get feedback, and see if you want to develop it further.

That's the reason I have posted this in such an early stage, with the feedback I can get a fairly good direction that people want this game to go, and that helps me with development a lot.
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  #37  
Old 01-24-2013, 07:47 AM
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Quote:
Originally Posted by Tim Cottenham View Post
Thank you! Well, the thing that's so great about Unity is that it already includes a ready-to-use physics system (albeit it can be glitchy at times!) so the only thing I had to do was to come up with a way to utilize it the way I wanted, like a slingshot.

That's done quite simple, by letting the players drag away from a specific point (in this case the sligshot tower) I can get the direction to shoot by inverting the way the player is dragging the Mudokon, so if you drag to the left, the direction to shoot is right, drag down, and the direction to shoot is up. Then I need to calculate what power to shoot with, and this can be done by measuring the distance between the center point and the mouse (withing pre-determined bounds so there is a max distance). I translate this distance to an amount of force, and add this force to the Mudokon, in the direction that I calculated. And then we just have to watch and enjoy the Mudokon smashing into things!
Thanks for the advice, I'll give it a go and let you know how I get on

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  #38  
Old 01-28-2013, 02:25 PM
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Can you guys guess what the theme will be for the first 12 levels?



I have no specific date for when it's done, i'm moving to my new place this week, getting a new pc to develop on, so I might not have a lot of time this week. Early (first or second week) of February will be possible.

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More Oddworld environments? I would love to see some from AO and AE if that's possible
Is this what you meant?
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  #39  
Old 01-28-2013, 02:43 PM
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Can you guys guess what the theme will be for the first 12 levels?
A circus?
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  #40  
Old 01-28-2013, 11:11 PM
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I am pretty sure that it's going to be something from Stranger's Wrath.
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  #41  
Old 02-22-2013, 11:28 AM
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Good news! I've moved into my new place, and everything is set up to begin developing! (also got a pc to develop on!) Will update soon.
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  #42  
Old 03-19-2013, 03:30 PM
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I hope you can pull this one threw Tim! I've been watching all of your mods so far "from the remake of oddworld to the URT version of oddworld which looked pretty cool.

Hope to see new levels
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  #43  
Old 03-20-2013, 02:39 AM
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Thank you!

I can assure you that I am currently very busy with this! I managed to get permission from school to use this for a project, so I will have to finish this if I want to pass the year.
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  #44  
Old 03-20-2013, 01:16 PM
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FINISH THAT FUCKER!!!

Then let us download so we can beat the shit outta sligs.
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