Untitled 3D Ball-Rolling Game
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Ooh that's exciting - I remember really getting into SMB on my Gamecube. I must check with Mike about this embedding problem - i really wanted to see the screen shot!
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Ok, just figured I could 'edit ' the post to see the links! Oh my good grief that is looking the business - you really have done a lot already and it looks incredible. I love the gravity on the pins, nice touch!
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It is definitely looking like monkey ball. Was it hard to get that control/camera scheme right?
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@toxibunny To be honest, it wasn't too hard. The ball basically pushes and pulls the camera to make it follow it. Then it was just a matter of rotating the controls based on the camera angle.
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@Scrubz I can tell you're very experienced, this is super cool! I hope you continue this for the competition, with multiple levels and the like!
Is the math complicated to rotate the controls with the camera? Just wondering if the basic premise is easy to articulate (is it just sin and cos related, or is there more to it)?
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There’s a little more to it, but it’s not that hard to rotate the controls with the camera. You use dot() and cross() as well as sin() and cos(), and it’s just a few lines if I remember right. The pull/push is a thing I’ve read about but not tried.
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This post is deleted! -
@Spacemario Thanks! I definitely plan to finish this for the contest.
I don't know if I'll be able to explain the rotation math very well, but the code is super simple.
c = controls( 0 ) tilt.n = normalize( camera.u ) tilt.c = { c.lx, -c.ly } tilt.p = { tilt.c.x * tilt.n.y + tilt.c.y * tilt.n.x, tilt.c.y * tilt.n.y - tilt.c.x * tilt.n.x }
camera.u
is the difference between the camera and the ball from a top-down view (x and z axes).tilt.n
takes the place of the sin() and cos() of the camera angle.tilt.c
flips the vertical component of the left stick to match the 3D scene.tilt.p
is where the actual rotation happens. -
@Scrubz This is great, thanks for such a simple, clear explanation, I really like it!
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I was going to post this update yesterday, but I unfortunately lost most of the code and had to resort to a backup from about 5 days prior. I spent all day yesterday re-implementing everything I had lost.
Anyway, I’ll continue to embed my Twitter posts even though that feature is currently broken. For now, you can check out my Twitter account for updates: @Scrubz_FZ.
Second special pin and respawning:
twitter.com/Scrubz_FZ/status/1375947734738472960
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I haven't completely committed to this name, but I've made a title screen concept:
twitter.com/Scrubz_FZ/status/1378417038914371591
Not quite sure what to put in the background...
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Really nice work. I've been following you on twitter for quite some time now. Indeed you're pretty experienced in making games. Glad to have you in the Fuze community! Welcome!!
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That’s an awesome title screen! Your whole game looks incredible!
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Yeah, that’s rad :D
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Ramps and pause screen demo:
twitter.com/Scrubz_FZ/status/1379801248157872129
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If and when this goes up for download, I am gonna be replacing those pins with animals and people.
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I've made some minor visual updates. This includes:
- a couple new particle effects
- fading platforms close to the camera
- making platforms that obstruct the ball transparent
- and shadows
twitter.com/Scrubz_FZ/status/1382040264664055815
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Looks great! Very polished!
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New intro and outro animations:
twitter.com/Scrubz_FZ/status/1384751732706611203
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You have such a nice feel for animations. Really like your style