Neon Pong! 3D

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Neon Pong! 3D

Postby Hblade » Wed Jun 02, 2010 12:13 pm

Neon Pong! 3D - Place yourself in a new 3D world!
    Made with Game Editor

3DP Screenshot JPG.JPG


Neon Pong 3D is a short game made to simply... have fun with! :D

It features music from my Upcoming Game, Black and White and it also has an RPG Maker 2003 sound effect xD

Anyways, yeah guys enjoy! :3
NeonPong.zip
(572.24 KiB) Downloaded 240 times


Special thanks for collision code to Bee Ant :3
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Re: Neon Pong! 3D

Postby DST » Wed Jun 02, 2010 1:30 pm

Very nice!

Although, i can only ask (you and bee-ant):

What is wrong with the physical response?

In breakout/pong, the challenge is how to hit the ball, the speed of the platform and the angle it's hit from.

Without that, all you can do is either be there/not be there. It makes the game very 1 dimensional.

Do you understand what i mean? it turns your paddle into a boolean. It is either hitting the ball, or not hitting the ball. Nothing else you do makes any difference.

In Warlords, you could attack any specific player you wanted to, if you were good enough to get there in time, and the ball was going at an angle that would allow you to. Warlords was an awesome game for the time, heck, it's still an awesome game because it's a great, entry level challenge for four players.

I replaced your bounce code with a physical response, and the game played great.

Also, it would be killer if the background/line colors morphed. You could make them flash when the ball was hit too. And add some levels. And some monsters, and online play, and magic items, and pvp servers, and a monthly subscription.
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Re: Neon Pong! 3D

Postby Hblade » Wed Jun 02, 2010 2:17 pm

Yeah I was thinking about doing that! :D

I think I might update this, and as the ball speeds up, the lines / background begin to fade yellow (After abuot 10-20 hits or so) Then when its REALLY fast, it gets red and music probably changes to something more intense :D

As for collision, idk lol it just seemed new so I used it xD
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Re: Neon Pong! 3D

Postby Hblade » Wed Jun 02, 2010 2:39 pm

DST, heres a screeny of whats to come :)

The higher your score is, (Every 5 scores up) increases the enemies speed as well as changes the color of the background and the neon bars :D

Also I made it 60FPS and full screen :3

In the future, you will have HP, hearts :3 The enemy will have 3, and you will have 3, and the first one to loose all 3, looses :D

NeonColorChange.JPG
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Re: Neon Pong! 3D

Postby krenisis » Wed Jun 02, 2010 6:34 pm

Ok Hblade if you downloaded my 3D pong check out the coding used to make the ball have that smooth response and change direction.If you need any futher help just let me know DST is right . If we make a couple of levels and the challenge is good we could sell it. Its up to you what you want to do with this.
Tutorial Database for all beginners click this link
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Re: Neon Pong! 3D

Postby Hblade » Wed Jun 02, 2010 9:56 pm

The collision has been fixed :D I used a simple PhysicalResponse and it works fine :3
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Re: Neon Pong! 3D

Postby Bee-Ant » Thu Jun 17, 2010 9:05 pm

DST wrote:Although, i can only ask (you and bee-ant):

What is wrong with the physical response?

In breakout/pong, the challenge is how to hit the ball, the speed of the platform and the angle it's hit from.

Without that, all you can do is either be there/not be there. It makes the game very 1 dimensional.

Do you understand what i mean? it turns your paddle into a boolean. It is either hitting the ball, or not hitting the ball. Nothing else you do makes any difference.

In Warlords, you could attack any specific player you wanted to, if you were good enough to get there in time, and the ball was going at an angle that would allow you to. Warlords was an awesome game for the time, heck, it's still an awesome game because it's a great, entry level challenge for four players.

I replaced your bounce code with a physical response, and the game played great.

Also, it would be killer if the background/line colors morphed. You could make them flash when the ball was hit too. And add some levels. And some monsters, and online play, and magic items, and pvp servers, and a monthly subscription.

I was just implementing a real bounce system on a flat object. Oh well, still flat object.
I did some research, and got some formula :
Code: Select all
Bounce_Angle=360-Come_Angle; //for horizontal platform
Bounce_Angle=180-Come_Angle; //for vertical platform

Since I used this on a simple demo, so I ignored the paddle speed, angle, and any other variables. I just added a random number addition to make a little bouncing angle difference.
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