Hi,
We've been working on this pd patch as an idea for a game installation. Eventually the mouse input will be replaced by a motion tracker following the player whizzing around on a chair shooting up at a projection on the ceiling.
We'd be interested at this point in hearing any feedback you have about the way the game plays. We are planning on adding multiple levels of increasing difficulty but at the moment there is just a constant stream of enemies with no end-game and no punishments for missing.
Enjoy!
reqs:
pd GEM 3D red/green glasses (optional) Speakers (optional)
Here is a link to the zip file and a screenshot: http://www.puredata.info/Members/konador Readme.txt included
Thanks! Ben & Sion
Hi, this was fun to play around with.
Your code could be greatly simplified if you used lists to trigger the line objects (for example, sending the message 0,1 1000 will start from 0 then ramp up to 1 in 1 second).
For fun, I added a laser sighter, explosions and a 5 point penalty for every invader that makes it through (had to modify invader.pd and enemytest.pd). Also, I adjusted the canon's position in relation to the mouse and added a bit of fog. Oh, the final modifications made changed the bullet's point of entry and made the canon swell when it shoots.
Thanks for the fun! Attached my modified version.
Tom
On 5/4/07, Ben Roberts ben@konador.com wrote:
Hi,
We've been working on this pd patch as an idea for a game installation. Eventually the mouse input will be replaced by a motion tracker following the player whizzing around on a chair shooting up at a projection on the ceiling.
We'd be interested at this point in hearing any feedback you have about the way the game plays. We are planning on adding multiple levels of increasing difficulty but at the moment there is just a constant stream of enemies with no end-game and no punishments for missing.
Enjoy!
reqs:
pd GEM 3D red/green glasses (optional) Speakers (optional)
Here is a link to the zip file and a screenshot: http://www.puredata.info/Members/konador Readme.txt included
Thanks! Ben & Sion
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Since you invaders are made of individual cubes, it would be great if they exploded into multiple parts when they are hit!
The collisions detection works very well!
Tom
Hallo, Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote:
The collisions detection works very well!
Actually I had this unfinished collision detection tutorial on my disk, that I now finished. It's attached. I use a slightly different algorithm for collision detection: Instead of chains of [moses] I calculate the distance and compare it to a configurable distance allowed for collisions. The patch shows this in action for one and two dimensions, where the 2-dim case is written in a way to allow higher dimensional collision detection as well.
For convenience I use some (newer) [list]-abs abstractions but the principle should be possible to understand even without these.
Maybe this is useful for the Game as well.
Frank Barknecht _ ______footils.org_ __goto10.org__
Hallo, Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote:
Your code could be greatly simplified if you used lists to trigger the line objects (for example, sending the message 0,1 1000 will start from 0 then ramp up to 1 in 1 second).
I also did a simplification to this nice game: I change the invader.pd to use an external file for the "model" of the aliens. It's attached as invader2.pd ready to be dropped in as replacement for invader.pd (only used in enemytest). Make sure, the invader.txt file is next to it.
Regarding the format of invader.txt: It uses coordinates starting in the lower left corner, so the origin (0,0) is not the center of the invader. To correct that a line with "offset num num" is used. The spread between the individual pixels can be set in a similar way with "spread". See attached xcf-image (for gimp) for how the coordinates were written.
Oh, and of course I added an explosion. ;)
But explosions have to be implemented in the main game first (that is, the "destroy" message must not move the invader out of sight, otherwise the nice explosion will stay invisible. I leave that as an excercise for the reader.
Frank Barknecht _ ______footils.org_ __goto10.org__
Frank Barknecht Wrote:
I also did a simplification to this nice game: I change the invader.pd to
use an external file for the "model" >of the aliens. It's attached as invader2.pd ready to be dropped in as replacement for invader.pd (only used in >enemytest). Make sure, the invader.txt file is next to it.
Thanks for this simplification! I didn't realise that it could be done using external txt files, it certainly makes it a lot easier to look at and adjust.
Frank Barknecht Wrote:
But explosions have to be implemented in the main game first (that is, the
"destroy" message must not move the >invader out of sight, otherwise the nice explosion will stay invisible. I leave that as an excercise for the
reader.
Thank you also for the explosion effect! This is my first pd project and I was looking for a way to make the invader explode like this, it looks really good! I'm struggling to find a way to make the enemytest patch send the command to explode without making all of the other enemies explode too, but like I say it's my first time using pd but I'm sure I will figure it out with experimentation, just like I did the rest of it really!
Thank you for your input and help, and taking the time to add improvements,
-Ben
Hallo, Ben Roberts hat gesagt: // Ben Roberts wrote:
Frank Barknecht Wrote:
I also did a simplification to this nice game: I change the invader.pd to
use an external file for the "model" >of the aliens. It's attached as invader2.pd ready to be dropped in as replacement for invader.pd (only used in >enemytest). Make sure, the invader.txt file is next to it.
Thanks for this simplification! I didn't realise that it could be done using external txt files, it certainly makes it a lot easier to look at and adjust.
This "double [gemhead] trick" is not that widely know anyways, but it makes rendering many copies of the same Geo so much easier!
I'm struggling to find a way to make the enemytest patch send the command to explode without making all of the other enemies explode too, but like I say it's my first time using pd but I'm sure I will figure it out with experimentation, just like I did the rest of it really!
Maybe you can give enemytest/invader an inlet for exploding.
Frank Barknecht _ ______footils.org_ __goto10.org__