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PONG
Posted: 19 Aug 2009, 17:55
by manolo_
hi,
i have a nice (senseless) idea for the loading screen for feature releases:
i want pong while the game is loading (vs ai or other player), when im ingame the game will end. this idea isnt new, saw it at a testdrive game at the ps2 (was the best part of the game

)
Re: PONG
Posted: 19 Aug 2009, 18:58
by CarRepairer
Do you have any idea how many countless billions of calculations are required to run Pong requiring the tracking of ball movement, analyze pathfinding and pathfollowing for the pong ball, polling user input to measure the location, relative positioning, velocity and acceleration of your paddles, pushing your cpu to the limit in order to graphically render these fast moving paddle sprites, keeping track of the game score in your precious few memory registers and who knows what else? No thank you sir, I'd rather dedicate my cpu entirely to map pathing and loading Spring so I can get in game faster.
Re: PONG
Posted: 19 Aug 2009, 19:10
by SinbadEV
CarRepairer wrote:Do you have any idea how many countless billions of calculations are required to run Pong requiring the tracking of ball movement, analyze pathfinding and pathfollowing for the pong ball, polling user input to measure the location, relative positioning, velocity and acceleration of your paddles, pushing your cpu to the limit in order to graphically render these fast moving paddle sprites, keeping track of the game score in your precious few memory registers and who knows what else? No thank you sir, I'd rather dedicate my cpu entirely to map pathing and loading Spring so I can get in game faster.
BallX=BallX+XDir
BallY=BallY+YDir
If BallX>=ScreenX Then
If ABS(BallY-Pad2Y) < 10 Then
XDir=-XDir
Else
Score1=Score1+1
BallX=0
End If
End If
etc...
Re: PONG
Posted: 19 Aug 2009, 19:55
by Regret
CarRepairer wrote:Do you have any idea how many countless billions of calculations are required to run Pong requiring the tracking of ball movement, analyze pathfinding and pathfollowing for the pong ball, polling user input to measure the location, relative positioning, velocity and acceleration of your paddles, pushing your cpu to the limit in order to graphically render these fast moving paddle sprites, keeping track of the game score in your precious few memory registers and who knows what else? No thank you sir, I'd rather dedicate my cpu entirely to map pathing and loading Spring so I can get in game faster.
Hahaha, now I understand why CA chili menu/chat takes so much cpu.
Re: PONG
Posted: 23 Aug 2009, 05:10
by REVENGE
manolo_ wrote:saw it at a testdrive game at the ps2 (was the best part of the game

)
Then that game must have been a piece of shit.
Re: PONG
Posted: 23 Aug 2009, 06:32
by Peet
Isn't there some ridiculous patent held on games played while another game loads?
edit:
yes
Re: PONG
Posted: 23 Aug 2009, 09:43
by hoijui
i mean...
please!!
stay away with such sickness... please!!!
mentioning such stuff just gives it more power, which .. common!
Re: PONG
Posted: 23 Aug 2009, 14:06
by Jazcash
We would need to Springify the game in some way.
Maybe make the sliders deflector shields and the ball a bertha shot.
Re: PONG
Posted: 23 Aug 2009, 16:27
by momfreeek
if you lose at pong your commander starts in a wheelchair and moves at half speed: then its part of the game, not a seperate game while the main one loads.
Re: PONG
Posted: 23 Aug 2009, 17:23
by zwzsg
momfreeek wrote:if you lose at pong your commander starts in a wheelchair and moves at half speed: then its part of the game, not a seperate game while the main one loads.
That's exacly what the patent covers!
The configuration is preferably such that the initial conditions of the main game differ according to the result of playing the auxiliary game. In such a case, the auxiliary game is significant as a preliminary round of the main game, making the main game more exciting and interesting.
If the player can select initial conditions for the main game while the main game is being loaded, instead of playing an auxiliary game, the player can become involved in the main game quicker, without feeling that time is being wasted.
Re: PONG
Posted: 23 Aug 2009, 18:13
by momfreeek
D:
uh-oh, how am I going to make it rich now?
Re: PONG
Posted: 23 Aug 2009, 18:29
by smoth
Peet wrote:Isn't there some ridiculous patent held on games played while another game loads?
edit:
yes
WHAT AN ASSHOLE!
Re: PONG
Posted: 23 Aug 2009, 22:15
by REVENGE
JAZCASH wrote:We would need to Springify the game in some way.
Maybe make the sliders deflector shields and the ball a bertha shot.
KAY DEE MOTHERFUCKING ARE
IDIOT
Re: PONG
Posted: 23 Aug 2009, 22:20
by Jazcash
EFF YOU SEE KAY WHY OH YOU.
Re: PONG
Posted: 24 Aug 2009, 05:08
by REVENGE
Re: PONG
Posted: 24 Aug 2009, 15:26
by manolo_
k, so then noooo pong while loading

Re: PONG
Posted: 24 Aug 2009, 23:36
by Neddie
JAZCASH wrote:We would need to Springify the game in some way.
Maybe make the sliders deflector shields and the ball a bertha shot.
That isn't Springify that is TAify. You can't Springify that sort of thing.
Zaku and Colonies.
Bits and Worms.
AEC MkIII and Monitors.
You know, however your game or mod flies.
Re: PONG
Posted: 06 Sep 2009, 00:37
by YokoZar
Peet wrote:Isn't there some ridiculous patent held on games played while another game loads?
edit:
yes
Spring, like all software, probably infringes on about 500 different software patents as it is.
Re: PONG
Posted: 06 Sep 2009, 03:49
by Das Bruce
Peet wrote:Isn't there some ridiculous patent held on games played while another game loads?
edit:
yes
Has this ever been challenged?
Re: PONG
Posted: 06 Sep 2009, 18:23
by ChaosMonkey
the score you get in pong should be the amount of resources you start with!