Awesome, Xip! Fantastic feedback!
#1 It looks really bad right now, because of the fluttering, but it's been purpose that you can only pass through the opening in the level devider. (opening up with blue energy beam, flattening the pipe). I'll have to make this cleaner as for all the collisions, but those are particularely bad. In my code i put the remark:
'----son of a bitch collision crap------
I could, however, disable the collisions with level items, that's right! Thought about it already, but you brought it home! Thanks! ;)
#2 There are some odd things happening with the paddle (-rod-), particularely after having used brake all the way (balls coming to a stop and going again afterwards). I can't figure out why that makes them pass through the paddle sometimes. But I also havn't used the collision image method on the paddle, only on ball against level items. So, yeah, definitely needs fixing. For a while I thought I'd pretend that the paddle is merely an energy field that repells the balls, occasionally letting them pass... LOL!
#3 When I revisited the rountines for speed I eliminated a square root call, noticing that it could be redundant. I had it there to normalize only the X vector for the paddle to ball velocity transfer, to keep it easier to control. I think I might put it back in, because I can only confirm, it feels really tricky. Mouse is tough to control and the occasional fps slowdown hits don't make it any easier.
That was some fantastic feedback, Xip, I really enjoy and appreciate it very much! I have no idea where I am at with all of this, since it is truely my first adventure into game development. Pure joy and a great learning experience already!
PS: I can't wait to put the rope into action!!! I have plans! ;)
#1 It looks really bad right now, because of the fluttering, but it's been purpose that you can only pass through the opening in the level devider. (opening up with blue energy beam, flattening the pipe). I'll have to make this cleaner as for all the collisions, but those are particularely bad. In my code i put the remark:
'----son of a bitch collision crap------
I could, however, disable the collisions with level items, that's right! Thought about it already, but you brought it home! Thanks! ;)
#2 There are some odd things happening with the paddle (-rod-), particularely after having used brake all the way (balls coming to a stop and going again afterwards). I can't figure out why that makes them pass through the paddle sometimes. But I also havn't used the collision image method on the paddle, only on ball against level items. So, yeah, definitely needs fixing. For a while I thought I'd pretend that the paddle is merely an energy field that repells the balls, occasionally letting them pass... LOL!
#3 When I revisited the rountines for speed I eliminated a square root call, noticing that it could be redundant. I had it there to normalize only the X vector for the paddle to ball velocity transfer, to keep it easier to control. I think I might put it back in, because I can only confirm, it feels really tricky. Mouse is tough to control and the occasional fps slowdown hits don't make it any easier.
That was some fantastic feedback, Xip, I really enjoy and appreciate it very much! I have no idea where I am at with all of this, since it is truely my first adventure into game development. Pure joy and a great learning experience already!
PS: I can't wait to put the rope into action!!! I have plans! ;)