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Thread: Ball movement question

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    Ball movement question

    I have a game concept I'd like to work on but I'm stuck on a major component of the game. The field of play would be a "table" (4 walls that the ball will bounce off of) but I would like to simulate a bowl-type effect around the edges of the table (maybe within 100 pixels of the walls. What I'm looking for is for the ball to move around the table at about a speed of 50 but as it enters the 100 pixel barrier to the wall, it slows down and changes direction and then accelerates back to 50 to move back across the table (like a ball in a bowl). Any ideas on how to pull this off?

    Thanks!

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    Re: Ball movement question

    Sounds like you might be better off to use a static engine for this. I don't think you can effectively pull this off with ball movement unless you're prepared to do a bunch of unnessary checks and corrections.

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    Re: Ball movement question

    Thanks for the quick response. Can you clarify what you mean by "static engine"?

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    Re: Ball movement question

    Welcome DJScriptD... nice to see you!

    (we go way back)

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    Re: Ball movement question

    is your view of the "bowl" as if it were a cut-out side view?

    \_______/

    like that, but obviously with a curved transition like a half pipe ramp?

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    Re: Ball movement question

    Quote Originally Posted by DJScriptd
    Thanks for the quick response. Can you clarify what you mean by "static engine"?
    Static engines usually are mario-esque engines, simple platform movements, no advanced physics etc.

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    Re: Ball movement question

    Tuna,

    Yes, that's exactly what I'm talking about.

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    Re: Ball movement question

    Yeah, like Looki and BrandonC said, you're going to need to examine platform movement. I know there are quite a few tutorials to get you moving in the right direction.

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    Re: Ball movement question

    I would attempt this with the Vector movement.

    Put invisible active objects around the edge, and then adjust the balls speed depending on which one it is overlapping. Eg when the ball overlaps the top marker, add to its y-velocity to move it downwards.

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