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Programming a Pinball Game in GameStudio? #402960
06/12/12 20:41
06/12/12 20:41
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
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RealSerious3D  Offline OP
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Joined: Oct 2010
Posts: 346
USA
I am just curious, but how difficult do you think it would be to program a pinball game in GameStudio with Lite-C? I am a virtual newbie (despite all my years) with Lite-C. I can normally take scripts and place them properly, even modify they to get them to do what I need, but I've never really sat down and programmed something from scratch ... nothing of any note, that is. But I do want to learn and I am attracted to pinball games all of a sudden. Any pointers any of you can give me?

Re: Programming a Pinball Game in GameStudio? [Re: RealSerious3D] #402962
06/12/12 20:46
06/12/12 20:46
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Well, when you want to use realistic physics (by A7 ODE, PhysX A8) it will be probably more complicated than using "non-realistic" ball behavior.

Generally I think, that this is not a too complicated task. The scripting part - with fixing most bugs, and optimizing would (for me) take a weekend or two.

Re: Programming a Pinball Game in GameStudio? [Re: Rei_Ayanami] #402982
06/13/12 02:25
06/13/12 02:25
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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You will spend more time setting up the level than codding this I think. At least for the physics part of making a ball and a few paddles to smack it around.


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Re: Programming a Pinball Game in GameStudio? [Re: FoxHound] #402985
06/13/12 07:26
06/13/12 07:26
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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the physics part won't be as easy as you think. physx behaviour is too spongy and in pinball machines the balls can move extremely fast which can be a problem too (tunneling,...).

i would use newton. there are some pinball games done with newton.

Re: Programming a Pinball Game in GameStudio? [Re: ventilator] #402988
06/13/12 08:03
06/13/12 08:03
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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i think it is easily possible to setup a prototype and tweak it with physiX
first of all i would enable CCD for the ball, so it cannot pass walls or other structures
second step is to design a basic level with two paddles and a the pit
for the paddles you can fix them with a constraint in the level and rotate them with simply adding a torque if you press the corresponding key else rotate in the other direction
bumbers could be done with simply adding a force to the ball in the "bounce"-direction
try some things, should not be to hard


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Re: Programming a Pinball Game in GameStudio? [Re: MasterQ32] #403019
06/13/12 15:55
06/13/12 15:55
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
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RealSerious3D  Offline OP
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USA
Well, the programming aspect certainly seems well beyond me. Creating the assets, that's a breeze (and the fun part). I was hoping I could somehow learn to get some basic code together to test in a sandbox and then move on to developing the actual table that I want to create. I may have to find someone to team-up with.

Re: Programming a Pinball Game in GameStudio? [Re: RealSerious3D] #403020
06/13/12 15:58
06/13/12 15:58
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Here a 4 Kilobyte Java Pinball game by zeroone with sourcecode.

http://java4k.com/index.php?action=games&method=view&gid=389

What this basically shows is that the ballphysics can be implemented easily in code.
(not that this is ment as tutorial,
I just remembered this specific codesnipplet, and it has no dependencies on
other libraries,
so its showcases a complete pinball-physics implementation)

With the physics and architecture working,
the visualization should be easy to do then (for you)

Its just balls and some textured walls + effects...

---(about casual games)---

Using PhysX is another step to make this game fail as a casual game.
As you have to assure its running on the client machine.
There are so many other PC Pinball games, so making
the game harder to install and run just puts off potential consumers.

I would anyhow suggest to have 2 versions:
-a single exe executable (at least for the demo)
-and a classic installer

and keeping the (demo) somewhere under 20MB

Re: Programming a Pinball Game in GameStudio? [Re: Damocles] #403024
06/13/12 16:48
06/13/12 16:48
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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I wouldn't try screwing around with PhysX for something like this. With some effort, you (or someone else) could craft a custom physics system for you that's lightweight and much more controllable. That really shouldn't be too difficult to pull off either, considering the rather two dimensional nature of a pinball board.


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Re: Programming a Pinball Game in GameStudio? [Re: Damocles] #403025
06/13/12 16:53
06/13/12 16:53
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Wisconsin USA
Start small. Make a level that has a hill in the middle and goes down on all sides. Now make a ball and make it roll with physics. When done with that add some paddles in differently places that move when a button is pressed thanks to physics. Now test. test a lot. When it works the way you want build the level and add all the pretty things that will take more time to program than the original thing you thought would take the most time.


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Re: Programming a Pinball Game in GameStudio? [Re: FoxHound] #403030
06/13/12 17:45
06/13/12 17:45
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Originally Posted By: Damocles
Using PhysX is another step to make this game fail as a casual game.
As you have to assure its running on the client machine.

This is not correct as the physX installer is not needed anymore:
Originally Posted By: beta page
V 8.30 now uses PhysX version 2.8.4, which allows the deployment of physics applications without the need to install the PhysX System Software on the target system.


@RealSerious3D: I wouldn't use physX, too, as I'm sure it just wouldn't work very well, at least when you start to use rails and the like. Moreover, the overall task is not as easy as it sounds (esp. with three dimensions), if you work on this project in your spare time, I assume the coding will take you at least 1.5 months. My suggestion is that you start with a 2D pinball game (with 3D graphics).


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