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Bowling: Re-optimzed.
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Topic: Bowling: Re-optimzed. (Read 6953 times)
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nitacku
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ni-ta-ku ^_^
Bowling: Re-optimzed.
«
on:
February 12, 2009, 10:40:34 pm »
Ok, so this is my take on re-optimizing Bowling.
I've scanned the entire code (all 1646 lines) and optimized the whole thing, especially the recognized bottlenecks. I've also tweaked the graphics a bit and introduced a new scrolling background method to create animated scrolling backgrounds. Yep, animated scrolling backgrounds. Now, I'm ready for grayscale
I'm finished with the optimization part, so now all I need to do is re-code the physics simulator. I've been procrastinating on this part for a while now. It's the most complicated part of the entire game, and I just don't know where to begin. I have to integrate multiple variables into the simulator and have it return an acceptable result. The variables include: Spin vector (magnitude & direction), velocity (gloves and throw meter control this), entry angle (result of some calculus), Accuracy (shoes control this), mass (not actually used currently), direction, and initial position. Combining these with actual lane & pin dimensions has proven to be a difficult task.
Here is a screenshot of everything so far:
(I had to hurry since imageshack only allows files less than 1.53mb)
«
Last Edit: February 12, 2009, 10:44:12 pm by nitacku
»
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noahbaby94
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Re: Bowling: Re-optimzed.
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Reply #1 on:
February 12, 2009, 10:44:33 pm »
Are you gonna get rid of the strike glitch?
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That's what she said!!!
nitacku
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ni-ta-ku ^_^
Re: Bowling: Re-optimzed.
«
Reply #2 on:
February 12, 2009, 10:48:00 pm »
Yes, I am actually
In fact, the strike glitch is what motivated me to re-code bowling.
I'm putting of studying for this game. It just goes to show how much the glitch is irritating me
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trevmeister66
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Re: Bowling: Re-optimzed.
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Reply #3 on:
February 12, 2009, 11:14:49 pm »
Wow I really like the new title screen. That's awesome. Very nice work.
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DJ Omnimaga
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CodeWalrus founder & retired Omnimaga founder
Re: Bowling: Re-optimzed.
«
Reply #4 on:
February 13, 2009, 12:27:32 am »
this is nice, I am happy a new version is coming out. Will it still fit in one flash app page (assuming you still use BasicBuilder?)
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nitacku
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Re: Bowling: Re-optimzed.
«
Reply #5 on:
February 13, 2009, 12:54:59 am »
It will easily fit on one flash app page. After all this optimizing, it will be even smaller than before (it had better be
)
btw, since I have room in the app, I am considering adding some stuff
If you have any suggestions let me know
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TIfanx1999
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Re: Bowling: Re-optimzed.
«
Reply #6 on:
February 13, 2009, 02:25:36 pm »
Very nice! This was an awesome game and I'll be happy to see an update. Glad to see you back!
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metagross111
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Re: Bowling: Re-optimzed.
«
Reply #7 on:
February 13, 2009, 03:03:54 pm »
bowling? yep, looks awesome
EDIT: I need to forge my own seal of approval for times like these
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Galandros
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Re: Bowling: Re-optimzed.
«
Reply #8 on:
February 14, 2009, 07:09:11 am »
Great graphics and the physics seem cool.
Hey, make animated and realistic collision of ball and bowls instead of just disappear them. xD j/k
But how do you do that strike glitch? I have heard of it in a review in ticalc.
And more, what caused it?
«
Last Edit: February 14, 2009, 07:15:51 am by Galandros
»
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nitacku
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ni-ta-ku ^_^
Re: Bowling: Re-optimzed.
«
Reply #9 on:
February 14, 2009, 11:05:14 am »
It's not really a glitch. My current simulator makes getting strikes too easy.
As of a few hours ago, I've already made some improvements over the old engine. Hopefully there won't be any easy strikes from now on.
I've also added in animation speed, so the ball motion will actually reflect the velocity at which it is traveling.
It was always present before, but now it is graphically rendered.
Also, I've re-coded the trajectory curve equation. It forces the user to make much better use of the items now. For example: Without a glove, the ball travels very slowly and has little momentum. With a glove, the ball travels faster, but it becomes more difficult to apply spin. If you pack only spin modifiers, the ball will spin too much and end up in the gutter before it hits the pins. By combining both gloves and spin modifiers, both spin and velocity will balance each other out, allowing the player to throw the ball fast and with enough spin to get a strike. The accuracy is now affected much more by the shoes packed. Without good shoes, the ball has potential to veer off considerably from the designated path.
Hopefully these modifications in addition to the re-coded engine, will make the game much more challenging and interesting.
«
Last Edit: February 14, 2009, 11:15:22 am by nitacku
»
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DJ Omnimaga
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Re: Bowling: Re-optimzed.
«
Reply #10 on:
February 14, 2009, 09:19:31 pm »
this is nice, it will be even more realistic now
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TIfanx1999
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Re: Bowling: Re-optimzed.
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Reply #11 on:
February 14, 2009, 10:39:59 pm »
Pretty impressive stuff! I look foward to playing around with the updated version when it's completed.
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Galandros
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Re: Bowling: Re-optimzed.
«
Reply #12 on:
February 17, 2009, 04:09:26 pm »
Woah, really nice. And I think the recoding was a great decision nitacku!
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kalan_vod
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Re: Bowling: Re-optimzed.
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Reply #13 on:
February 18, 2009, 11:39:04 pm »
Yeah, great that you were able to advance even more than before!
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Silver Shadow
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Re: Bowling: Re-optimzed.
«
Reply #14 on:
February 20, 2009, 11:32:33 am »
Just a question about BasicBuilder: can you put multiple programs into it? Because I read somewhere that it didn't work... (I might use that for my Fangh RPG).
By the way, how does xLIB work with BasicBuilder apps?
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Former Coder of Tomorrow
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Bowling: Re-optimzed.