blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 2, 2013 17:37:57 GMT
OK, so some of you may have already seen the big feature, however for those who don't know: LOBBY SYSTEM! - Enter lobby where you can mess around in a separate level with other people. From here you can create/join games by type (tag, hunt, KotH*). To create/join a game, just press "g" (for 'game') to open up the game-type menu. You can see also see the number of people in each gametype*. Then just click the button to go into the game *King of the Hill is still very much under construction *Due to the way the server works, the list of players will only update when you enter the lobby, there is currently no way to get real-time updates of the number of people in each game-mode once you join the lobby room. ALSO: Physics Update - Movement torque has been changed, I think you will like it, but please feel free to give suggestions for tweaking. Changes to airspeed and jump to come (though jump already has been changed to use normal angle instead of just "up") Tag Update - You can now tag players with your Blast while "it". There are however blast tagbacks (also tagging with blast gives you no points, but similar to Who's Line, the points don't matter ) Let me know what you think!
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Post by Trace on Aug 2, 2013 18:09:56 GMT
OMG TERRIBLE I HATE IT. Jk, keep up the good work Physics are still off but I'll talk about that with you later.
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Post by Pablo on Aug 2, 2013 18:44:39 GMT
Looks amazing. Are you basically remaking MBO by yourself?
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Post by Sporlo on Aug 2, 2013 19:10:12 GMT
The new torque is GREAT! Feels very accurate now, thanks!
A thing about the jump: it appears that the jump impulse is being added to the marble's velocity, not merely being offered as a minimum force. For example, in MBG, if you hit the ground and WOULD bounce back up to half the height of a standard jump, when you DID hold down the space bar, the marble would not jump up 1.5 jump units, the jump impulse was only a minimum, not a constant addition. Likewise, if your bounce off the ground would be greater than jump height, the jump would have zero effect.
So I've noticed that jumping cross-map, once I get some speed, jumping seems to increase in strength.
Also, is it possible to prevent jumps off anything greater than or equal to 90 degrees?
(Really excited to try out KotH and tag!!!)
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 2, 2013 21:43:44 GMT
Likewise, if your bounce off the ground would be greater than jump height, the jump would have zero effect. Also, is it possible to prevent jumps off anything greater than or equal to 90 degrees? I do have a limit where if you're velocity (jump is applied after bounce) is above a threshold, jump does nothing, however it was tuned to previous mass, and is no longer reasonable reachable, I'll fix this in an upcoming update. Also, the way "I am allowed to jump" is enabled, is that there are four vertical checks (one on each "side" of the ball) that go down to .001 units past the marble's bottom. If there is a collision detected in any one of the checks, that means you are allowed to jump as you are on top of an object. This should disable jumps off 90 degree walls, but anything less than that is probably fair game if jump is held. However because of the new way that jump direction is calculated, an 89 degree wall will send you out, 0.5 Degrees above horizontal, which is how MBU works (ie jumping against a wall, and jumping against a wall with space down send you bouncing back different amounts). Anything above 90 degrees is an overhang and would never trigger the .01 distance below the ball. May not make much sense but this is how jump force is being applied: rigidbody.velocity = rigidbody.velocity+normaldir*(UpForce/(15*perstr.magnitude)); That (15*perstr.magnitude) is used to dampen the strength of the jump proportional to the bounce strength, as perstrength is calculated before as an force vector from the bounce (taking magnitude lets me turn it into a single number instead of a 3D vector) - (15 is a sweet-spot I found that makes it work nicely, nothing science about it). So if you were to bounce extremely hard, that 15*perstr.magnitude would get very large, possibly large enough to make upforce/x ~= 0, which would mean that the equation would turn into: rigidbody.velocity = rigidbody.velocity + 0; which would do nothing for the jump.
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