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Re: Bubble-Gum

PostPosted: 17 Feb 2013, 20:48
by Auria
Hi Tuxfan,

you work sounds very nice :) unfortunately however I am unable to compile the branch, I come up with this error :

{l Code}: {l Select All Code}
src/items/rubber_band.cpp:250:13: error: ‘Log’ has not been declared


Appears to only be a missing include (#include "utils/log.hpp")


Apart from that, it looks good :) I haven't yet had the time to review the code, maybe a fuller code review can be done when the code is close to completion. The only part in your description that I'm not sure about is that two shields would be needed to stop a basketball. We get lots of complaints that basketballs are very difficult to avoid, so I'm not sure that they should require two shields to be stopped. But I guess that's probably easy enough to fix

In addition to making it drop a bubblegum puddle on the floor when done with the shield, I think it would be important now to use some "real" shield model so that visually it's clearer what's going on. If you're in need of a test model, you can use the one I attached. It's not something I would keep in a final state, but will be more helpful than a reset button to visualize and code the shield ;)


PS: If you want to discuss this a bit more, don't hesitate to ask questions, or drop by our IRC channel!

Re: Bubble-Gum

PostPosted: 17 Feb 2013, 21:03
by Totoplus62
@tuxfan
It fails after the first step...
I didn't explain my problem well: Samuncle provide Nightly build for linux x64 but not x32. Is there a simple to test this without playing with code ? :lol: (I'm very bad at this :( )

Auria {l Wrote}: The only part in your description that I'm not sure about is that two shields would be needed to stop a basketball. We get lots of complaints that basketballs are very difficult to avoid, so I'm not sure that they should require two shields to be stopped. But I guess that's probably easy enough to fix

I disagree, the problem with BB is a temporary problem we have to fix (See the thread: weapons balance maybe tuxfan you could fix Basket-ball problem in the future with my method :) ... but this is another subject )

_________________________________________________________________________________________________________________
--> a new BB is allowed every X time for example 20 sec (this is a bit different from the previous idea). This method doesn't pay attention to what the player does with the BB
[i]
First example

(1) Race starts, one BB (basket ball) is allowed:
During this period (00:00:00 --> 00:00:20) people can only one catch BB and use it or not (in my example i will consider that a "player number 1" don't use it and keep it ;) )

(2) Next period (00:00:20 --> 00:00:40)a new BB is allowed:
So "player number 2" can catch only one new BB (because the first player caught a BB during the first 20 sec). "Player number 2" catch a new BB


(3) Next period (00:00:40 --> 00:01:00) one new BB is allowed
Players can catch only one new BB...


Another example
with this method is that the race started since 60 seconds (i keep my example a 20 second period) but no one have never catched a BB ---> 3 BB are allowed ;) with this method (We can put a limit of 5 for example)
___________________________________________________________________________________________________________________________________




I'm still thinking Bubble gum should be "more useless" with basket ball (the bubble gum isn't the good way to solve the problem).
@auria can you take the color of the icon :) ? It will be better, then i will change the color of the gum on the ground

Re: Bubble-Gum

PostPosted: 17 Feb 2013, 22:44
by Auria
What I made was a quick placeholder. It should be easy enough to tweak the texture. Probably in the end we'll want something else

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 00:06
by Tuxfan
I fixed the missing include. I'm still puzzled how I could not have noticed that.

The placeholder bubble gum is also included. (After doing a little renaming, though.) It's texture will definitely need to be changed.

I am not sure if it is a good idea to have the exloding shield have any side effects. If a bubblegum puddle in put on the floor, why should a player consider to use the bubble gum the traditional way in the first place?
And the gum splats on the wind shield, may be simply too anoying. I would like the punger to be the only powerup capable of doing that.

P.S. The next week I will probably be too busy to commit as much as in the last days.

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 00:39
by hiker
Tuxfan {l Wrote}:I fixed the missing include. I'm still puzzled how I could not have noticed that.

That might depend on OS, I've noticed before that sometimes there are differences between windows, linux, osx (and I never investigated further, since adding the missing include always fixes the problem, and is the best solution anyway).

...
I am not sure if it is a good idea to have the exloding shield have any side effects. If a bubblegum puddle in put on the floor, why should a player consider to use the bubble gum the traditional way in the first place?
And the gum splats on the wind shield, may be simply too anoying. I would like the punger to be the only powerup capable of doing that.

I would agree with that. It would make bubble gums a bit too powerful and complex. Just think of the text needed in a help menu to describe what it does.

Cheers,
Joerg

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 11:53
by Totoplus62
I also agree about other effects of the bubble gum, but what do you think of this for the "level 3" bubble gum: Level 3 --> Appearance:less transparent (with big sound); the weapon is sent back to the attacker due to the blast effects

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 15:43
by RaceAce
Are you going to make the shield have a stronger repulse force? Also, I think that one shield should protect from a basketball. I don't think that the shield removing other attachments is a bad thing, a shield is supposed to protect you. I think that when the bubblegum pops, it should cover the faces of nearby karts with a spotty semi-transparent pink glop, maybe like the Boo weapon/oil splotches from Super Mario Kart?

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 15:45
by RaceAce
Totoplus62 {l Wrote}:Level 3 --> Appearance:less transparent (with big sound); the weapon is sent back to the attacker due to the blast effects

So if you have a triple layered shield, the weapon (cake, bowling ball, plunger, basketball) would be rebounded and one shield should pop?

Re: Bubble-Gum

PostPosted: 18 Feb 2013, 16:28
by Totoplus62
Yes but not the basketball

Re: Bubble-Gum

PostPosted: 23 Feb 2013, 04:54
by Wuzzy
]
Totoplus62 {l Wrote}:Level 3 --> Appearance:less transparent (with big sound); the weapon is sent back to the attacker due to the blast effects

Nah, the shield would probably become too strong. It should be purely defensive. The shield would be just be a second flyswatter otherwise (well, sort of). Higher shield strength should just mean that it defends more and/or stronger attacks.
Totoplus62 {l Wrote}:but not the basketball

I think a stronger shield should at least protect against it. It would be a bit frustrating to the strongest possible shield and still get owned by a basket ball, losing time and the shield.

I have a compromise idea for that: Multilayer-shields (like most suggested) or time-based shields (like I suggested) should be technically possible and protect against bouncy ball if strong enough (but take more damage than from other weapons, if too weak, the shield doesnt help). Howver, bouncy balls shall be rather rare. Additionally, it also should be rather unlikely that one player actually gets a stronger or even the strongest possible shield. Most of the time, players would be only able to have a weak shield for some seconds which would protect against one basic attack but not against bouncy ball. You needed a strong shield for that, which would be hard to get.

Another possibility would be simply to allow to configure the, umm, lets call it "shield piercing strength" of each weapon so each player can set it to his/her likings. Otherwise, we could continiue arguing on that topic for ages. ;-)


Yes, it’s nice to see that some sort multi-layered shield is being implemented. Thanks for considering my suggestions. :-)

Sadly I can’t build it. SVN says:
{l Code}: {l Select All Code}
E170000: URL doesn't exist

Yes, I can’t even download it. :-(
Yes, I tried both HTTP and HTTPS.
What happened to the repository?

Re: Bubble-Gum

PostPosted: 25 Feb 2013, 20:38
by Tuxfan
That was my fault :x
I posted a wrong url. I already fixed it in the previous post.

The command is:
{l Code}: {l Select All Code}
svn co https://supertuxkart.svn.sourceforge.net/svnroot/supertuxkart/main/branches/bubblegum/trunk

Re: Bubble-Gum

PostPosted: 05 Apr 2013, 21:37
by Totoplus62
Something new ?
An idea: If you use the new bubble function and your bubble was useless (because nobody hit you) and the bubble deflates, you obtain a simple gum (with the old icon) only if you don't have a weapon wich is waiting in your "Weapon stockpile".

I've just copy this link
Tuxfan {l Wrote}:
{l Code}: {l Select All Code}
svn co https://supertuxkart.svn.sourceforge.net/svnroot/supertuxkart/main/branches/bubblegum/trunk

in the terminal, it's currently downloading because i want to test the bubble... when i download on samuncle nightly build, i have no problems i have access to the game with some new things like tutorial but not the bubble gum :S and easter egg for example. (Yes i'm very bad with the terminal, sorry for this)

Edit: the download (with the link) is finished but i don't know where the files are :shock: where did he put files on my computer? It seems the files are in trunk folder but i don't see the way to run the game with this method. :think:

Re: Bubble-Gum

PostPosted: 05 Apr 2013, 22:43
by Funto
Generally I add the destination folder to the command, i.e:
{l Code}: {l Select All Code}
svn co https://supertuxkart.svn.sourceforge.net/svnroot/supertuxkart/main/branches/bubblegum/trunk .

The dot at the end of the command is the folder where I want the files to end up, i.e in that case, it's the current folder.

In that case the files are copied to the current folder (use the "pwd" command to print it - for "print working directory").
Then you need to first compile Irrlicht by using "cd" to go to its folder, then "make", and then you have to build STK using CMake. I bet the explanations are somewhere on the wiki, but basically, from the trunk, type:
{l Code}: {l Select All Code}
mkdir build
cd build
cmake-gui ..
<here, you can check the options you have in a GUI. Click Configure, then Generate, to generate the Makefiles>
make
./bin/supertuxkart


Good luck :)

Re: Bubble-Gum

PostPosted: 08 Apr 2013, 01:07
by hiker
Totoplus62 {l Wrote}:Edit: the download (with the link) is finished but i don't know where the files are :shock: where did he put files on my computer? It seems the files are in trunk folder but i don't see the way to run the game with this method. :think:

Funto already gave the instruction, so just let me say that we think of integrating this with trunk for 0.8.1, so you might be able to get it in a nightly build in the not too distant future.

Cheers,
Joerg

Re: Bubble-Gum

PostPosted: 26 Apr 2013, 18:57
by rubberduck
:lol: fun with bubblegum :lol:

Re: Bubble-Gum

PostPosted: 03 Jun 2013, 15:10
by Tuxfan
My semester vacations started. I try to continue where I left in the next days.
My todo list so far:
  • Deal with indirect hits. (When a bowling ball or bouncing ball hits a player nearby)
  • What about getting a bomb passed from an enemy?
  • Look and feel. Add sounds. Create a model.
This might require some weeks to be fully completed.

Re: Bubble-Gum

PostPosted: 04 Jun 2013, 00:32
by Auria
Tuxfan {l Wrote}:My semester vacations started. I try to continue where I left in the next days.
My todo list so far:
  • Deal with indirect hits. (When a bowling ball or bouncing ball hits a player nearby)
  • What about getting a bomb passed from an enemy?
  • Look and feel. Add sounds. Create a model.
This might require some weeks to be fully completed.



That's cool, thanks!

If you want to have a chat with us about some issue, keep in mind the easiest way is on IRC, we will be pleased to assist

Re: Bubble-Gum

PostPosted: 29 Jul 2013, 19:54
by Totoplus62
I wasn't fully satisfied by my previous new bubble icon --> Image
It wasn't enough cartoon like the other new icons.
I re-made it and give it the shape of a real chewing gum -> Image
I think it's better like this :)

New icon :Image

Re: Bubble-Gum

PostPosted: 29 Jul 2013, 22:01
by Arthur
That looks great, totoplus. :)

Re: Bubble-Gum

PostPosted: 29 Jul 2013, 22:55
by Tuxfan
Hi Totoplus62!

I feel honored to receive an even better icon.
Here are examples how it looks in game:
new_icon.jpg

two.jpg

3bub.jpg

The new icon already has been committed.

Thank you.

Re: Bubble-Gum

PostPosted: 30 Jul 2013, 09:47
by Totoplus62
You're welcome!

Re: Bubble-Gum

PostPosted: 01 Aug 2013, 21:05
by fraang
I would like to suggest some tweaks to the specularity (shininess) of the bubble to make it a bit more realistic.

I have made a quick paint over of how it would be in real life. ;)

Image

Other than that it looks awesome. :D

Re: Bubble-Gum

PostPosted: 02 Aug 2013, 14:35
by Totoplus62
Image

Maybe you are right my previous circles were a bit wrong but it should not be "too much" because a bubble from chewing gum is not as shiny as soap bubble for example.

I made some tests and minor changes, this is the final version :)
Sorry Tuxfan I think you will have to upload it again :p

Re: Bubble-Gum

PostPosted: 02 Aug 2013, 22:15
by Tuxfan
You do not have to be sorry at all. :-)

Re: Bubble-Gum

PostPosted: 03 Aug 2013, 00:32
by hiker
What is actually the state of the branch - can we merge te bubble gum into trunk? Or what is missing?

Cheers,
Joerg