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Thread: Making something look jelly, jucy, bouncy

  1. #11
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    KLiK-iT's Avatar
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    OldLongDragon, we are talking about the expressions behind the effects. They are not animations, they are math calculations. The effect I mentioned, IMO, it's better than the ball just bouncing off the wall like you see in every game like this. With this bumper or rubber band effect, the ball looks like it's getting pushed off the wall/walls instead of just bouncing off them and the speed of the ball is increased for that time and then slows down to normal speed. IMO, it's a great and useful effect.

  2. #12
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    Quote Originally Posted by OldLongDragon View Post
    I know. But you would still have to use the expressions to tell the computer when to use the effects. And you can do that with animations, things that are far superior to the ball just bouncing off the wall like that. And sometimes the game like that can seem rather fast paced to the point where simplicity is best, and the end player might not have an opportunity to truly enjoy the "eye candy" here. But again, it's about artists and programmers.
    I can respect your opinion, but IMO "eye candy" is the new way for games these days.

  3. #13
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    Perhaps there should be a community effort to create an example file / clone of the "juicy breakout" or something similar?

    We could build the game in steps: each week, everyone tries to create the best version of an effect, and the best one goes into the game.

    Break it into steps like: Easing, Ball hit effect, particle spray, BG wobble, ball trail, etc.
    Chosen effects would be selected based on ease of programming, framerate impact, and visual appeal.

  4. #14
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    Quote Originally Posted by OldLongDragon View Post
    I know. But you would still have to use the expressions to tell the computer when to use the effects. And you can do that with animations, things that are far superior to the ball just bouncing off the wall like that. And sometimes the game like that can seem rather fast paced to the point where simplicity is best, and the end player might not have an opportunity to truly enjoy the "eye candy" here. But again, it's about artists and programmers.
    Gotta disagree with you yet again...

    Animations cannot dynamically adjust when interacted with like that. You *need* expressions to drive certain things. Like the shattering blocks, they shatter based on random numbers and also the velocity/angle of the object hitting them... If you tried to do that with animations you'd need hundreds of different animations. Same with hitting a ball off a long wall and having the wall bend in where the ball hit... You'd need animations of the wall reacting along the entire axis.

    If you replaced a lot of the stuff in that video with static animations, it wouldn't look anywhere near as fluid.

    Also I agree with KLiK-iT... Adding this stuff is better than not adding it. Obviously there is a point where it's too much, but having a bit of easing on a moving object is far superior than having nothing at all. Even if a game is fast paced, this subtle details can be the difference between a good game and a great game.

  5. #15
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    Quote Originally Posted by Pineapple View Post
    Perhaps there should be a community effort to create an example file / clone of the "juicy breakout" or something similar?

    We could build the game in steps: each week, everyone tries to create the best version of an effect, and the best one goes into the game.

    Break it into steps like: Easing, Ball hit effect, particle spray, BG wobble, ball trail, etc.
    Chosen effects would be selected based on ease of programming, framerate impact, and visual appeal.
    I really like this idea... now to actually get people to contribute. :p

  6. #16
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Quote Originally Posted by Konidias View Post
    Care to explain a bit more in detail King_Cool?
    To really understand one needs only understand what Sinus and Cosinus does ( not how they work technically behind the sceenes ).
    Im not going to get into that here ( unless someone really wants me to try ), since its kinda abstract and may be difficoult to grasp and comprehend ( although it VERY simple once you understand ).

    Here are 4 examples of effects deriving from use of Sin and Cos:
    https://dl.dropboxusercontent.com/u/...uncyWobbly.mfa
    ( each effect work by 3 Events and 3 Actions, if you dont count the 2 interaction Events )

    Sin and Cos have many different applications limited by your imagination: Graphical effects, Ninjarope, Swings, Personal Fractional Shield, Smooth movements, Ring menues, Infinity looping ( this actually uses 'Tangens' ) +++

  7. #17
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    excellent bit of coding @King_Cool

  8. #18
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    Can anyone provide an example of a movement ease in with a slight overlap/bounce at the end? (into a settle)

    So basically a formula for an object moving from one location to a target destination, with the object going slightly past the target and bouncing back into a settle at the target?

  9. #19
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    You can use the easing object to achieve this. I think it's called "Back" when you are choosing the ease out type.

  10. #20
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    I'd really prefer to avoid having to use an extension just to do this.

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