Note:
This is an independent game development clone from scratch.
It is a small challenge for me to develop this game of my childhood.
Out of respect, I will not publish the game code.
This page will act as a visual wiki of development.
I want to share a single goal that is the development of games for all audiences
and continue learning day to day.
- Technical data
- Bios
- License
- Ranking
- Intro
- Players
- Wires
- Blocks
- Balls
- PowerUps
- Map Select
- HUD
- Overloads
- Stages
- Bonus Stage
- Physics Engine 2D
- Bullet Physics
- Profiler
- Code Behind
- Miscellaneous
- References
Name : Pang | Pomping World | ポンピング・ワールド | Ponpingu Wārudo | Buster Bros
Developer : Mitchell
Publisher : JP/EU: Mitchell | NA: Capcom
Director : Yoshiki Okamoto
Designer : Toshihiko Uda (NDA)
Composer : Tamayo Kawamoto
Platform : Arcade, TurboGrafx-CD, SNES, Game Boy, ZX Spectrum, Commodore 64, Amstrad CPC,
Commodore Amiga, Atari ST, DOS...
Release : 1989
Genre : Arcade
Mode : Two-player
- Enumeration of the first 10 records
- Score, Name and Stage description
- Animation (WIP)
- Supports up to 9 credits
- Menu "Push Start Button"
- Flicker enterprise name
- P1
- P2 (WIP)
- Left - Right
- Up - Down (Ladders) (WIP)
- Score
- Lives
- Stage
- Wire
Horizontal
Vertical
Others
- Yelow Ladders
- Yellow Block Fixed
- Colors [ Red | Green | Blue ]
- Size [ Big | Large | Medium | Small ]
- Animation Explosion
- Countdown to 0 seconds
- Sight arrow with white node
- Travel plane between cities
- Spelling description data
- Cities & Stages information
- Navigation between forward and backward nodes without limit in Barcelona city
- Cities visited with red node
- Blinking vision arrow when selected the city
- P1
- P2 (WIP)
- Score
- Lives
- Stage
- Wire
- City
- World - Level
- Hi Score
- Timer
- Fonts Numerics (WIP)
- Insert Coin blink
- Press Start blink
- Continue countDown
- Rec Score name
- Game Over!
- Ready
- Time Over
- Game Over
MT.FUJI (1)
1
* BG Display
* OBJ (Sprites)
2
* BG Display
* OBJ (Sprites)
* BG Tile
* Blocks Fade Out
3
* BG Display
* OBJ (Sprites)
* BG Tile
* Blocks { Fade Out | Statics }
MT.KEIRIN (2)
4
* BG Display
* OBJ (Sprites)
* BG Tile
* Ladders
* Block static
5
* BG Display
* OBJ (Sprites)
* BG Tile
* Blocks Fade Out | Vertical
6
* BG Display
* OBJ (Sprites)
* BG Tile
* Blocks { Fade Out | Statics }
- EMERALD TEMPLE
- ANKOR WATT
- AUSTRALIA
- TAG MAHAL
- LENINGRAD
- PARIS
- LONDON
- BARCELONA
- ATHENS
- EGYPT
- KENYA
- NEY YORK
- MAYA
- EASTER ISLAND
- Time Bonus
- Next Extends
- Random Images
- Animations backgrounds (WIP)
- Rectangle
- Circle
- Poligon
-
In an inertial frame of reference, an object either remains at rest or continues to move at a constant velocity, unless acted upon by a force.
-
In an inertial reference frame, the vector sum of the forces F on an object is equal to the mass m of that object multiplied by the acceleration a of the object: F = ma
-
When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body.
Based on parabolic movement with environmental factors
- Dir_H [ Left - Right]
- Dir_V [ Top - Bottom]
- Detla Time
- Gravity 9.81
- Force
- vt
- vti
- x0
- y0
- Angle
- Vi
- Viy
- Vix
- Vx
- Vy
- TyMax
- yMax
- TxMax
- xMax
- X
- Y
- Acc
- Curve renderer based on Pathing
- Position
- Lerp (Based on Bresenham algorithm)
- Linear
- Bicubic
- Spline
- Stairstep (WIP - Digital Image definition)
- Rendering more or less 300balls
- w/ Instances in RunTime - (48-54) FPS
- Object Pooling Pattern Manager Balls w/ Clevers - 60FPS Top
- Object Pooling Pattern Single Arrow w/ Clevers - 60FPS Top
- Lazy Object Pooling Pattern Double Arrow w/ Clevers - 60FPS Top
- Object Pooling Pattern Ancle Gun - 75FPS TOP
- PowerUps in action
- You can see the implementation of interface IParabolicMotion (Not optimal for udpateXXX methods)
- Technical Data
- The Brief History Of Pang (AKA Buster Bros)
- Bresenham algorithm
- Manual Mitchell Corp.
@Author: Victor Bolinches
Twitter: @vicboma1