Author Topic: Ideas for maps  (Read 4696 times)

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Aino

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Ideas for maps
« on: March 03, 2011, 07:18:00 PM »
OK, I just want to make a topic about it, dunno if there already is one...

But everyone can visit here and post their imagination, maybe I will make the maps(or maybe some of the other map makers?) So you might get what you desire :)

So reply your map ideas :)

annikk.exe

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Re: Ideas for maps
« Reply #1 on: March 04, 2011, 09:29:51 AM »
Pong, Space Invaders, etc..

Totally possible.  :>

Widget

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Re: Ideas for maps
« Reply #2 on: March 04, 2011, 01:00:18 PM »
The map I was having a shot at, with each player on a separate planetary system, is effectively abandoned now. It was far too much to fiddle about with as a total novice and I wouldn't be able to do it justice with the mechanics even if I did finish laying everything out.

Aino

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Re: Ideas for maps
« Reply #3 on: March 04, 2011, 03:56:04 PM »
pong sounds interesting to work on, might start in it soon...

Aino

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Re: Ideas for maps
« Reply #4 on: March 06, 2011, 01:15:44 PM »
Is there any function/code for tracking mouse movement?

Like GetMousePosX or GetMousePosY?

annikk.exe

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Re: Ideas for maps
« Reply #5 on: March 06, 2011, 05:50:06 PM »
Nope, but there's OnMouseLeftDown(x,y).  So you could make it that the slider only moves when you're holding down the left or right mouse button.

Just keep a camera position command inside your While GameRunning() loop to prevent the camera from actually moving.  :>

Pilchard123

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Re: Ideas for maps
« Reply #6 on: March 06, 2011, 06:01:01 PM »
Have a look at my rallypoint v2.X file, that has a drag thing in it. Cannibalise all you want, that's why I release stuff. Just credit me if you use it please?

Aino

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Re: Ideas for maps
« Reply #7 on: March 06, 2011, 07:20:38 PM »
It's just to use the y part of everything :) And the drawing stuff too, but I am busy with game developement for C Sharp(C#)...

AWS

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Re: Ideas for maps
« Reply #8 on: March 08, 2011, 04:58:01 PM »
The map I was having a shot at, with each player on a separate planetary system, is effectively abandoned now. It was far too much to fiddle about with as a total novice and I wouldn't be able to do it justice with the mechanics even if I did finish laying everything out.

shame... sorry to hear that dude.
im taking a long ass time with my level unfortunately, but if youve abandoned your idea of that general layout then maybe i can work on my take on it.

a long way off though...

hope all's well with everyone's efforts.

aws

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Re: Ideas for maps
« Reply #9 on: March 08, 2011, 06:02:15 PM »
By all means, I'd love to see what someone could make of it. I'm just too much of a perfectionist to've been satisfied with the very crude version that was taking shape.

Aino

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Re: Ideas for maps
« Reply #10 on: March 08, 2011, 07:04:41 PM »
By all means, I'd love to see what someone could make of it. I'm just too much of a perfectionist to've been satisfied with the very crude version that was taking shape.
I'm also too much of a perfectionist, shame :/ I hate it, cause I can't finish my proj., but sometimes I just force myself to look at it as beatiful and finished :P
Maybe I can set foot on the project soon, C# was too easy to learn, and I have all the programming experience already :D

Aino

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Re: Ideas for maps
« Reply #11 on: March 16, 2011, 02:30:23 PM »
I'll start making pong, with an asteroid as the ball :D

Aino

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Re: Ideas for maps
« Reply #12 on: March 17, 2011, 03:04:01 PM »
Ok, so now as I started making pong(It's really looking good allready(but no roid ball :/)) I need to know how to bouce stuff, I know the angle will become the angle it entered plus itself, or you get the point? If not:

So... How do I do that with coordinates(I know annikk have done it, but I don't want to dig into his code to find the answer. And for good reason, the code is too advanced on first look xD)

Aino

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Re: Ideas for maps
« Reply #13 on: March 17, 2011, 03:07:24 PM »
Uhhm, solved it xD

Code: [Select]
if BallX+(Scale*Scale) >= MapEndX then
BallVX = 0-BallVX
elseif BallX-(Scale*Scale) <= MapStartX then
BallVX = math.abs(BallVX)
end
if BallY+(Scale*Scale) >= MapEndY then
BallVY = 0-BallVY
elseif BallY-(Scale*Scale) <= MapStartY then
BallVY = math.abs(BallVY)
end

Might help some other peps :)

Avaguard

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Re: Ideas for maps
« Reply #14 on: March 18, 2011, 05:18:35 AM »
LONG TIME dont know  if its already been thought of: a level thats huge where you would have a certan number of asteroids in 1 area and to move long distances you ues a asteroid with super range to another well its kinda like this: but now that i think about it ...they all gota be behind darn
People really need more GUARDS