Just been playing around with recreating the Super Monkey Ball Mechanics in unity here is a little demo https://riku-tatsu.itch.io/supertimmyball
#SuperMonkeyBall Re Creation
1 messages · Page 1 of 1 (latest)
one suggestion : the camera should not be tilting like that
Never played monkey ball?
The point is to tilt the world to move the ball
Super Monkey Ball gameplay for the Nintendo GameCube (NGC, GCN).
Played on a original Nintendo Wii and recorded with Elgato Game Capture HD.
Genre: Platform
Developer: Amusement Vision
Publisher: Sega
► GameCube playlist:
GameCube - Top 10 videos
https://www.youtube.com/playlist?list=PLljauD_hVEDKNbCoZH6yBYSoLT5IeDkVM
GameCube - 10min gamepl...
I believe what they meant was that in the original (and the Video you linked), the ball stays fixed in the center of the screen, only the world around that tilts. In your prototype, the camera has a small delay/buffer zone, which makes both the camera and the world seem to tilt.
I think it's a thing for motion sickness, because your prototype is a bit nauseating.
The player does stay in the center of the screen in the prototype
those videos are cropped
if your basing that off the videos
Though I do offset a little bit on vertical movement because I think it looks better, if you find my prototype nauseating then I think Monkey Ball would be nauseating for you too.
I'll try super monkey balls camera though too
I think its more jarring because the camera is also too level with the player, in the monkey ball game you can see the camera is slightly offset on the Y
can seee prospective makes a huge difference as well
something more like this maybe?
I still need to setup functionality for the camera to actually rotate around the player though
doesn't have to be as far but imo it looks better, less jarring
some camera adjustments and physics updates
I have the player raycast to check the surface normals below it to base the gravity calculations on that
There we go, some camera control. Not exactly how I want to be controlling it (with "Q" and "E" atm) I'll have to change how that works
Way better :)
Thank you! Just switched over the Q and E to mouse movement. Just pushed out an update to the web build
this mechanic I think will mostly be for enemies, I'm not sure if the players hamsterball will ever break
I've set it up to work for either player or NPC input though so it's fun to mess around with
you can now switch control modes in the demo by pressing "Q"
Just a temporary way to change modes
give a dash feature a try, could create interesting level challanages
Yeah that's a good idea, I think the new super monkey ball games introduced a directional dash
love me some monkey ball
