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[Release] Ragdoll Cannon v1.8

This is a discussion on [Release] Ragdoll Cannon v1.8 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi, this is my homebrew for the neoflash contest Nickname: Walar Projet name: Ragdoll Cannon v1.8 From: France Division: PSP ...

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Old 03-17-2009, 09:14 AM   #1
 
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Default [Release] Ragdoll Cannon v1.8

Hi,
this is my homebrew for the neoflash contest

Quote:
Nickname: Walar
Projet name: Ragdoll Cannon v1.8
From: France
Division: PSP GAME
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO

Ragdoll cannon is a PSP clone of the flash game with the same name

Project description:

Shoot the ragdoll guy from the cannon.
Hit the target to go to the next level.
Try to make as little shots as possible, like in golf.
When new levels are unlock in campaign mode, you can replay them in "play" mode.
Levels are lua scripts so new levels can be make easier

ScreenShots:








How to Play:

DOWN & UP ---> angle of the cannon
RIGHT & LEFT --> force of the cannon
CROSS -------> Shot
TRIANGLE -------> Remove the Ragdolls


Credits:

Johnny-K ("Ragdoll cannon" (flash game))
Dr. Watson (Jas Game Engine ++ (JGE++))
Scott Lembcke (Chipmunk Physics engine)
Mk2K (Port of Chipmunk for PSP)

Dowload Link:



h**p://9giga.sfr.fr/n/50-17/share/LNK935949bfc32652c8e
(Sorry for my English)
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Old 03-17-2009, 10:15 AM   #2
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The link is http://9giga.sfr.fr/n/50-17/share/LNK935949bfc32652c8e for anyone to idle to fix it themselves. This looks good. I love Neoflash competitions.
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Old 03-17-2009, 01:32 PM   #3
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looks fun..thnx
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Old 03-17-2009, 02:45 PM   #4
 
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it looks really cool, i amg going to try...what code language did you use?
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Old 03-17-2009, 03:07 PM   #5
 
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He used C++ I believe.
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Old 03-17-2009, 03:27 PM   #6
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Quote:
Originally Posted by M33_User View Post
He used C++ I believe.
Indeed he did.
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Old 03-17-2009, 09:05 PM   #7
 
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I tried this game out and i really like it. Its in my top five homebrew games.
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Old 03-18-2009, 12:06 AM   #8

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Do you use an external Physics Library? or one of your own make?
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Old 03-18-2009, 06:23 AM   #9
 
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Thanks for the credits, looks really great and fun. Good luck in the competition.
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Old 03-18-2009, 06:23 AM   #10
 
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Quote:
Originally Posted by Dark_Wolf
it looks really cool, i amg going to try...what code language did you use?
c++ and lua scripts for the levels but in the next version i will use xml files and levels will be made with Inkscape (like xmoto ^^)

Quote:
Originally Posted by BlackShark
Do you use an external Physics Library? or one of your own make?
I use the chipmunk Physics Library (google it to find the web site, i can't add links because i have less than 10 messages)

Quote:
Credits:

Johnny-K ("Ragdoll cannon" (flash game))
Dr. Watson (Jas Game Engine ++ (JGE++))
Scott Lembcke (Chipmunk Physics engine)
Mk2K (Port of Chipmunk for PSP)
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Old 03-18-2009, 06:54 AM   #11
 
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Really nice looking. Good luck for the compo
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Old 03-18-2009, 07:37 AM   #12
 
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You can have a look at the chipmunk demo PSP implementation (including source) at http://mk2k.net/serendipity/index.ph...-Demo-PSP.html
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Old 03-18-2009, 01:45 PM   #13
 
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This looks like a great piece of work. I love seeing use of the chipmunk physics engine in projects. It's extremely powerful, lightweight (more so than Box2d in my opinion) and makes for a great homebrew game. Good Job.

-Al
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