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    Ludum Dare 21

    August 19th-22nd 2011 :: Theme: Escape
    [ Summary | Compo Top 50 | Jam Top 50 | Top 25 Categories | View All (599) ]

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    Anti Puck - Arron Fowler - 48 Hour Competition Entry

    The first game I have ever made to completion.

    View Arron Fowler's journal. | View all entries by Arron Fowler

    Ratings

    #68Coolness7%
    #134Audio2.77
    #143Innovation3.21
    #146Graphics3.21
    #361Fun2.23
    #366Overall2.50
    #465Theme1.92
    #466Humor1.00

    Comments

    Zed says ...
    Aug 23, 2011 @ 12:21am

    Controls seem a bit sluggish, but it's a very nice concept and well executed.

    heck says ...
    Aug 23, 2011 @ 4:04am

    Interesting concept but, I find it really hard to play. I'm struggling to control the turret thingy.

    cornedor says ...
    Aug 23, 2011 @ 7:02am

    controls are hard

    Arron Fowler says ...
    Aug 23, 2011 @ 2:33pm

    Had problems with the controls on the Original file on Kongregate. I have fixed it. There are power ups that make the gameplay easier as you go on. They are random so the gameplay changes quite dramatically for each time you play.

    alexlarioza says ...
    Aug 23, 2011 @ 7:21pm

    I liked the concept as well as the neat tron graphics but I found the game very hard to play.

    pdyxs says ...
    Aug 24, 2011 @ 12:33pm

    re acceleration:
    So the basic thing here is that it's good to have deceleration faster than acceleration, especially when acceleration is large (otherwise the player just loses control too quickly).
    The question then is how you do this, when the player's velocity is in a completely different (and arbitrary) direction to the force the player controller is applying.
    What you really want is:
    force = min_force + (magic formula that makes it 1 when it's in the opposite direction of the current velocity, but 0 when it's in the same direction) * extra_force

    That magic formula can be found using the dot product (http://www.euclideanspace.com/maths/algebra/vectors/index.htm - you might want to look at stuff on that page in general, it's a pretty good resource, you'll have to search for 'dot product' to find it there but it's there). You want to take vectors of your force and current velocity, get unit vectors of each of them (so they're both of length 1), and then do a dot product. You probably then need to do a ((result+1)/2) if memory serves me correctly.

    Sorry that's such a quick overview, hopefully that website fills in the gaps (feel free to ask if your head is spinning/something is unclear - just tweet me so I know to check the thread again).

    Arron Fowler says ...
    Aug 26, 2011 @ 8:46am

    thanks pdyxs. I will try and get my head around this.

    dave84 says ...
    Sep 12, 2011 @ 11:15pm

    I'm having great fun playing this. There's a nice groove to the controls, you have to think ahead just the right amount. Great style.

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