Hello, I have been working on a badminton game lately (for 3 days), I havn't seen that many, (if any), of those around.
It is using tokamak for the physics.
Controls are:
Space - reset shuttlekock <--will not show @#!* :-)
Cursor keys or wasd and mouse - control player
Left Mouse button - shoot
Right Mouse button - jump
Arrow indicates strength and direction of shot, the further the "crosshair" is
from the player the more strength the shot will have.
Return - Spawn 40 shuttle@#!*s of vary sizes, just for fun :-)
The closer to the ground the "ball" is hit, the bigger angle the shot will have.
Ie if it is hit almost at the ground the angle of the shot will be very steap, and if
the "ball" is hit high up the ball trajectory will be "flat":



A screenshot:

just spawned 40 shuttlekocks
Download beta:
BadmintonBeta (1.18 Mb)
edit the "setup.ini" file to change screen resolution
default is 800x600 16bit.
No point system yet and only basic AI.
Anyway I like to hear how you find the control system, and what could be improved.
It is using tokamak for the physics.
Controls are:
Space - reset shuttlekock <--will not show @#!* :-)
Cursor keys or wasd and mouse - control player
Left Mouse button - shoot
Right Mouse button - jump
Arrow indicates strength and direction of shot, the further the "crosshair" is
from the player the more strength the shot will have.
Return - Spawn 40 shuttle@#!*s of vary sizes, just for fun :-)
The closer to the ground the "ball" is hit, the bigger angle the shot will have.
Ie if it is hit almost at the ground the angle of the shot will be very steap, and if
the "ball" is hit high up the ball trajectory will be "flat":



A screenshot:

just spawned 40 shuttlekocks
Download beta:
BadmintonBeta (1.18 Mb)
edit the "setup.ini" file to change screen resolution
default is 800x600 16bit.
No point system yet and only basic AI.
Anyway I like to hear how you find the control system, and what could be improved.