Hey I was wondering what you guys had to say about this.
How did they do the launching in smash bros?. I can't seem to get it to work in my little demo, should I have them launch for only a certain amount of time depending on their damage?, or only a certain distance?.
Thanks:happy: .
Smash bros type launching algo
Started by 3DModelerMan, Nov 05 2008 06:47 PM
9 replies to this topic
#1
Posted 05 November 2008 - 06:47 PM
Lightspeed compilers are to slow...we need LUDICROUS SPEED!!!
#2
Posted 05 November 2008 - 10:16 PM
ehhh, well sounds cool but we could probably help more if you posted some code :)
I think it's really just rasing the velocity of the launch linear to the amount of damage they take. You shouldn't have to change other aspects of the physics.
I think it's really just rasing the velocity of the launch linear to the amount of damage they take. You shouldn't have to change other aspects of the physics.
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#3
Posted 06 November 2008 - 03:07 PM
What is "the launching"? (Sorry, never played Smash Bros.)
To me, it sounds like the next Night Shyamalan movie...
To me, it sounds like the next Night Shyamalan movie...
#4
Posted 06 November 2008 - 03:08 PM
alphadog said:
What is "the launching"?
To me, it sounds like the next Night Shyamalan movie... :)
To me, it sounds like the next Night Shyamalan movie... :)
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#5
Posted 06 November 2008 - 03:50 PM
Quote
What is "the launching"? (Sorry, never played Smash Bros.)
Lightspeed compilers are to slow...we need LUDICROUS SPEED!!!
#6
Posted 06 November 2008 - 06:34 PM
well, I mean, we really can't specificly help you because you're not telling us exactly how you plan to implement this. Off the top of my head:
LaunchSpeed = PowerOfAttack * Direction + log(DamagePercent + 1) * Direction * (pow(PowerOfAttack, 2)* .07);
I'm just pulling that out of my ass and basing it off what I've seen of the smashbros damage system. Obviously it's not totally accurate but it should give you a vauge resemblance of the launch patterns.
LaunchSpeed = PowerOfAttack * Direction + log(DamagePercent + 1) * Direction * (pow(PowerOfAttack, 2)* .07);
I'm just pulling that out of my ass and basing it off what I've seen of the smashbros damage system. Obviously it's not totally accurate but it should give you a vauge resemblance of the launch patterns.
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#7
Posted 06 November 2008 - 11:03 PM
Thanks, a vauge resemblance is all I really need anyway.
Lightspeed compilers are to slow...we need LUDICROUS SPEED!!!
#8
Posted 07 November 2008 - 01:27 PM
Well, your own "launching" could be designed from simple kinetics and transfer of a force to a body, where the damage caused is an indicator of the "strength" of the force. Basically, start from an elastic collision and move from there...
#9
Posted 08 November 2008 - 12:31 AM
Have you already implemented some sort of gravity into your characters?
Gravity is quite simple to implement, you just insert a property for vertical increment, like:
then, at each step of your character updating, you do something like:
There were some details left for you to implement, but this is a basic gravity algorithm that works nicely.
Gravity is quite simple to implement, you just insert a property for vertical increment, like:
class Sprite
{
float iy; // vertical increment
float px, py; // sprite position
... other properties, etc
}
then, at each step of your character updating, you do something like:
sprite.iy += GRAVITY; // GRAVITY = some small value, like 0.8f
sprite.py += sprite.iy; // here you update sprite vertical position
// check if it reaches ground (simplistic)
if (sprite.py > SCREEN_HEIGHT)
{
// prevents from falling out of screen
sprite.py = SCREEN_HEIGHT;
// you can give the sprite a bounce if you wish:
sprite.iy *= -0.5f; // (nice bouncing!)
}
There were some details left for you to implement, but this is a basic gravity algorithm that works nicely.
#10
Posted 08 November 2008 - 03:00 PM
Yeah gravity is easy, and my engine just lets me set the gravity on my objects anyway.
Lightspeed compilers are to slow...we need LUDICROUS SPEED!!!
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