ANGRY BIRDS ON RM2K3

Posts

Pages: 1
How would I go about making a game like angry birds on RM2K3? Something like... aim and shoot, considering both angle and power?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
It would be pretty difficult in 2k3. You'd basically need to dumb it down a bit and only allow certain angles of shot with predetermined paths and impact locations, or use a patch to allow mouse input and use a bunch of variables to calculate trajectories and whatnot.
Of all the things to try in 2k3, this seems like one of the worst. But, I could see it being possible with some kind of math equations used to alter picture variable coordinates.
Aiming in terms of angle and power wouldn't be too difficult, even on rm2k3
(given that you use something to gain access to trigonometric functions, either through DynRPG, or through my Copy Pastable Trigonometric Common Event Script given in my trigonometry for rm2k3 tutorial).

Basically, you would control the power and angle with the directional buttons (fitting to whatever scheme you have in mind), and afterwards handle it as what is known as "projectile motion" in physics.
The gist of it, is that you have to components, one for the x direction and one for the y direction. the velocity in x directions stays constant (not accounting for anything you might hit on the way), and the velocity in y directions increases constantly downwards.
the movement you would simulate a la pixel movement, by moving a picture to the coordinates of your point with a move picture with 0.0 wait.
The power is simply adjusted by regulating the initial velocity, which you decompose into x and y components with trigonometric functions with the angle of your projectile as parameter.

However... if you want to include the interactions when you hit stuff like that in angry birds... that's an entirely different story. Implementing the physics to work in the same way is by far a non trivial task which I myself would probably find rather daunting to attempt in rm2k3. My suggestion would simply be to not try this, unless you're very confident in your abilities... which I don't really think you will be if you made this thread in the first place.

So my suggestion is to stick with simple destructable objects (events preferably), which cannot be moved, other than perhaps straight down as a result of gravity.

This is the more or less short version. If you're still interested, I "might" have some rm2k3 project lying around which implements the "projectile motion", though only to be shot towards targets, and not into some kind of dynamic terrain.
My suggestion would simply be to not try this, unless you're very confident in your abilities... which I don't really think you will be if you made this thread in the first place.

to not try this was meant more towards the physical interaction between the birds and the objects you could hit, which among the worst things can rotate, which would be a true hell to deal with in rm2k3.

The actual projectile motion itself with focus on variable angle and power is not that difficult, if you're not scared of a tiny bit of trigonometry and very basic physics (in it's numerical form).
Sure, for you I'll bet it's doable and logical. No offense to Calunio, but I don't think he has the knowledge to do this without serious, and potentially a majority of help and effort from someone like yourself. Which is why I was quoting that statement. If I recall his field is psychology, not mathematics.
Just throwing in an idea:
Something simpler that could use similar code is the Goomba Bowling from Mario Party: http://www.youtube.com/watch?v=EHimS7eKjdI
Make it side view and add blocks/walls that make the ball bounce diagonally or whatever.
Pages: 1