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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 20, 2005 8:54 PM
Here is another idea I had. It solves the problems of the rear tire / wall seperation and allows the walls to be placed close together without false collisions showing up. However I'm sure some will think it has other problems. Just curious what you think?


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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 20, 2005 8:59 PM
By the way... I don't guess there is a way to post a poll in these forums is there?

I've now got about 4 seperate ways a light cycle could turn and it'd be interesting to put it to a votes to see which way most people thought was the correct way.

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TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Monday, February, 21, 2005 7:13 PM
Haaaaa!

What an innovative way of going about it!

The short answer is I both like it and dislike it.

In terms of how light cycles move about, this kind of is how they move in terms of turning on a dime. In TRON 2.0, the light cycles are not tangible or subject to collision - it is a very small center area that is basically where the player is. The cycles themselves are not subject to collision with walls or each other. The center point must collide with an object for the player to derez. That is also why they pivot at the center, or so I would think. Of course, this makes for good game play but would not make for good light cycle animating rules (unless the animation hid errors for lack of a better way of putting it).

Now if the light cycles were tangible and subject to collision AND they were to move about with the full ability to turn on a dime, your multi-angled cycle turning idea would indeed illustrate that ability - at least in the realm where the most minute movement increments are visible. It also brings up another cool possibility in the digital world - objects, and the players inside them, can move in ways that they most certainly not in the real world. That concept is very cool.

Now having said that, I think it more just my personal preference that the cycles remain intact and not be subject to multi-angled style turns. Another cool concept of being able to do things in the digital world that cannot take place in reality, is the ability for the light cycles to instantly turn at 90 degree angles - as in one micro-moment in time it's facing one way, and then the very next micro-moment in time it's facing a 90 degree different direction. The whole instant move thing is very cool to me. Of course, at the same time - it is how to explain that kind of move that really prompted this thread because visualizing it does have some issues to work out.

The low down - I really dig the multi-angled approach - it's cool. But I do prefer the instant turn premise, perhaps because that's how it looked in the film and that's how I've always imagined it in my mind - the whole instant changing of direction thing.

Now in terms of doing a poll, I'm not sure that's available at TRON-Sector But I'm sure others will chime in with their thoughts on the whole multi-angled approach.

Again - that was an innovative approach to the problem! Nice job, Carl.




 
foilism
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Re: Light Cycle: Rules of Engagement

on Tuesday, February, 22, 2005 9:21 AM
Have either of you guys ever played armagetron???

Now, i think personally thinkits the best lightcycle game out there. TRON 2.0 borrowed the idea of getting closer to the walls for more speed amoung other features. But the reason i dig it is cos its so fluid and customisable.

Anyway, its fluid becuase when you turn teres a delay and you can see the bike make the turn, i can't remember where it turns about - the centre or rear, i'll check it out, but in the cockpit view the turns are far superior to 2.0 becuase of the fluidity.abortion pills online abortion questions cytotec abortion


 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Tuesday, February, 22, 2005 10:10 AM
foilism Wrote:Have either of you guys ever played armagetron???

Now, i think personally thinkits the best lightcycle game out there. TRON 2.0 borrowed the idea of getting closer to the walls for more speed amoung other features. But the reason i dig it is cos its so fluid and customisable.

Anyway, its fluid becuase when you turn teres a delay and you can see the bike make the turn, i can't remember where it turns about - the centre or rear, i'll check it out, but in the cockpit view the turns are far superior to 2.0 becuase of the fluidity.

Yep, I love that game. So do my boys. I can't say that I play it from cockpit view very much though. Actually I had an older version of armagetron that crashed a couple months ago and I had to download the current version and to be honest I think I liked the older version better as far as game play went. In the current version it's almost too easy to get your bike right up next to another wall. My son has driven right up to the edge of the game grid and I was sure he couldn't get any closer and he goes and turns around and makes 2 or 3 more passes between his first pass and the wall. It looks like he's right on top of his first wall.

Anyways does anyone have a way of getting good screen captures of the turns from Armagetron? I'd be curious to study their turns in detail.

Carl
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foilism
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Re: Light Cycle: Rules of Engagement

on Tuesday, February, 22, 2005 3:41 PM
carl wrote
Anyways does anyone have a way of getting good screen captures of the turns from Armagetron? I'd be curious to study their turns in detail.
Carl

I visited the armagetron site, and apparently armagetron is no more!! But they've still got some screenshots:

I notice 3 main points of interest:

- The cycle is turning about its rear whell, the wall is nicly hugging this wheel unlike in some 2.0 senarios
- The turn is reltively slow compared to both the film and 2.0, this is a gameplay issue and helps a lot when navigating through a maze. I think this is a really cool feature and it means the cycle can turn the opposite direction in 'mid turn'.
- To accomadte this slow turn the wall bends towards the turn before its permanently in place, this immediatly returns to parallel.


This is the unfortunate result of a slower turn, the added frames mean collision in the meshes. But I still prefer it to 2.0's gameplay





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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Wednesday, February, 23, 2005 9:30 AM
Wow!!! Great screen capture.

Thanks,
Carl


 
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