my mum taut me how to makea paper plane caled a siumple stunt!@
it has a veerrty complex desine and is not for beginers howver! it is great at maneuvering@ and flying loing disatance!
well the plane goes l;iek this: first get as piece of white paperr then flod it in halg then unfold it in half then make a arrow at the front by folding it then turn the arow backwrads then folsd over the croners to make a stuby shape then fold the arow back agauin then fold in half then make the wings asnd there yuo hasve it! a prefect simpel stunt paper plane!
yuo shoud have this in yuor game poppet! it will greatotly enhansce the realism!
Where to fly a paper plane?
How about a ''factory'' type level? You know, with the crushing, grinding, swinging, jerking machinery being hazards. Top it off with that lame industrial music.
"Only dead shrimp go with the flow."
"Only dead shrimp go with the flow."
Brien Smith-MartinezGarbage In, Games Out
Brien Shrimp:
That would be cool, with alot of moving things... but then i ask you: what should the goal be? (its not going to be like flying an ordenary plane, because it got no engine, and the wings are not curved) I agree that it would be cool, but i have a problem with how it would fit with a paper-plane-simulator :-)
Should i:
1: create a fun action ,but not realistic paper-plane-game,
(better for levels with missions and stuff... kinda like tony hawk pro 4... )
or,
2: create as realistic as posible paper-plane-simulator?
maybe more original, and i have to stay with the problem that they dont fly for a wery long time... (short gameplay.. goal is to stear better, and fold better...)
i think there are alot of the first one type of game, but what do you think?
Pipo DeClown:
Since folding the plane will be 20-30% of the game, it will be possible to fold anything from the beginning, but im thinking about rewards for winning, and i agree that instructions on how to fold great planes would be nice... (or maybe you get a ready folded plane?) the folder-editor will have a history list, so that you can fold and unfold all the planes you got.. (this will prevent people from building impossible planes outside the game, the planes are folded each time...) Any other type of reward? i want level-unlocking, and plane unlocking... anything else?
That would be cool, with alot of moving things... but then i ask you: what should the goal be? (its not going to be like flying an ordenary plane, because it got no engine, and the wings are not curved) I agree that it would be cool, but i have a problem with how it would fit with a paper-plane-simulator :-)
Should i:
1: create a fun action ,but not realistic paper-plane-game,
(better for levels with missions and stuff... kinda like tony hawk pro 4... )
or,
2: create as realistic as posible paper-plane-simulator?
maybe more original, and i have to stay with the problem that they dont fly for a wery long time... (short gameplay.. goal is to stear better, and fold better...)
i think there are alot of the first one type of game, but what do you think?
Pipo DeClown:
Since folding the plane will be 20-30% of the game, it will be possible to fold anything from the beginning, but im thinking about rewards for winning, and i agree that instructions on how to fold great planes would be nice... (or maybe you get a ready folded plane?) the folder-editor will have a history list, so that you can fold and unfold all the planes you got.. (this will prevent people from building impossible planes outside the game, the planes are folded each time...) Any other type of reward? i want level-unlocking, and plane unlocking... anything else?
-Anders-Oredsson-Norway-
Bonusses that you can get:
Bigger papers, or other forms of paper. You start with the basic small memoblock square, and end up with A0 (square meter :D ).
And paper weight. Start with the basic paper, and add in lighter paper and heavier paper. Certainly in multiplayer heavy paper is GREAT to have!
Bigger papers, or other forms of paper. You start with the basic small memoblock square, and end up with A0 (square meter :D ).
And paper weight. Start with the basic paper, and add in lighter paper and heavier paper. Certainly in multiplayer heavy paper is GREAT to have!
quote: Original post by uncutno
Should i:
1: create a fun action ,but not realistic paper-plane-game,
(better for levels with missions and stuff... kinda like tony hawk pro 4... )
or,
2: create as realistic as posible paper-plane-simulator?
maybe more original, and i have to stay with the problem that they dont fly for a wery long time... (short gameplay.. goal is to stear better, and fold better...)
i would like to see a more realistic one.
apart from a good plane-editor, the "game" should feature many areas to fly, where i also would prefer life-near ones (although one or two fun-areas wouldn''t be too bad ), like a hilly landscape, a city with many skyscrapers and so on. than make the environment (wind etc.) highly adjustable and we got a fine paper plane simulater :D
------------------------------------------------------------Jawohl, Herr Oberst!
thanks to all of you...
PouyaCat:
the size of the paper, will not change anything...
mayby in a multiplayer, but then i have to take the "fun-way" of the game. Sould not everybody start out the same in a multiplayer game? if so, you can only use your A4s in multiplayer, and so bigger planes would not make a difference..
i hope you disagree, and tell me why! :-)
paper weight is a good idea, but this would also only be usable (the heavyer paper) in speed competittions and in multiplayer... and i had to make the "fun-way" version in multiplayer, or else the heavy planes would just fly for a shorter time...
maximAL:
Nice ideas, but i dont know if this will be a ms-flight-simulator with paperplanes game... :-) i want it to be more sitt down and play for 2 minutes game(i hope you understand what i mean) :-) and i have a question for you: what should be the goal, how do you win this game?
anyone else?
[edited by - uncutno on June 1, 2003 3:35:25 PM]
PouyaCat:
the size of the paper, will not change anything...
mayby in a multiplayer, but then i have to take the "fun-way" of the game. Sould not everybody start out the same in a multiplayer game? if so, you can only use your A4s in multiplayer, and so bigger planes would not make a difference..
i hope you disagree, and tell me why! :-)
paper weight is a good idea, but this would also only be usable (the heavyer paper) in speed competittions and in multiplayer... and i had to make the "fun-way" version in multiplayer, or else the heavy planes would just fly for a shorter time...
maximAL:
Nice ideas, but i dont know if this will be a ms-flight-simulator with paperplanes game... :-) i want it to be more sitt down and play for 2 minutes game(i hope you understand what i mean) :-) and i have a question for you: what should be the goal, how do you win this game?
anyone else?
[edited by - uncutno on June 1, 2003 3:35:25 PM]
-Anders-Oredsson-Norway-
This is an excellent idea, quite original and potentially very fun for all age groups.
I like the idea of having different types of paper, especially. Lightweight paper could be better for Lift, since light paper has a greater Lift-to-Weight ratio, but would be slower than heavier paper. This would be useful for challenges involving staying in the air longer. Heavier paper is best for speed and distance.
Also, remember that weights have a huge bearing on the performance of the plane -- a plane weighted more centrally is going to have more Lift but not as much velocity, and a weight placed to far back on the plane is going to prevent the thing from flying at all. A weight on the tip of the plane is great for distance and speed but causes the plane to go into a nosedive more rapidly. It would be awesome if you could change the weight position in mid-flight on some maps.
Another thing you may want to consider is the plane''s launch -- Launch Angle and Launch Speed/Power is going to have a significant affect on the planes behavior -- some planes are best launched straight forward with a poweful launch, other planes do best with a gentler upward-angled launch. Some stunt planes actually do their best work when launched at a downward angle.
Speaking of which, a Stuntmatch would be really cool! Basically it would be a points match, to see which player can achieve the highest number of cool stunts. This is something I would measure in terms of Rolls, Loops, Height Variations, and so forth -- in other words, if a plane is rolling on its Z axis then the greater the degree of the Roll, the higher the score for that stunt. If the plane suddenly drops vertically then continues flying (due to mid-flight weight manipulations for example) a score bonus is given relative to the height difference. These are just examples of course and would be difficult to program but would make for some very fun competitions.
I also liked your ideas about making actual levels with obstacles and electric fans and so forth. At the place where I work we have these circular air conditioning vents all over the floor that have little fins inside which causes the air to come out in a vertical vortex, like a tube-shaped tornado. Something like this could grab the plane and spin it on its Y axis, turning the plane if it was going fast, or actually spinning it completely out of control if it was going too slow. If you have a place with lots of ordinary electric fans, the air currents can be used to alter the planes'' trajectory -- or just knock it out of the air if the player doesn''t plan for those currents.
Sorry this post is so long and confusing, you just got my brain going on this one.
****************************************
Brian Lacy
ForeverDream Studios
Comments? Questions? Curious?
brian@foreverdreamstudios.com
"I create. Therefore I am."
I like the idea of having different types of paper, especially. Lightweight paper could be better for Lift, since light paper has a greater Lift-to-Weight ratio, but would be slower than heavier paper. This would be useful for challenges involving staying in the air longer. Heavier paper is best for speed and distance.
Also, remember that weights have a huge bearing on the performance of the plane -- a plane weighted more centrally is going to have more Lift but not as much velocity, and a weight placed to far back on the plane is going to prevent the thing from flying at all. A weight on the tip of the plane is great for distance and speed but causes the plane to go into a nosedive more rapidly. It would be awesome if you could change the weight position in mid-flight on some maps.
Another thing you may want to consider is the plane''s launch -- Launch Angle and Launch Speed/Power is going to have a significant affect on the planes behavior -- some planes are best launched straight forward with a poweful launch, other planes do best with a gentler upward-angled launch. Some stunt planes actually do their best work when launched at a downward angle.
Speaking of which, a Stuntmatch would be really cool! Basically it would be a points match, to see which player can achieve the highest number of cool stunts. This is something I would measure in terms of Rolls, Loops, Height Variations, and so forth -- in other words, if a plane is rolling on its Z axis then the greater the degree of the Roll, the higher the score for that stunt. If the plane suddenly drops vertically then continues flying (due to mid-flight weight manipulations for example) a score bonus is given relative to the height difference. These are just examples of course and would be difficult to program but would make for some very fun competitions.
I also liked your ideas about making actual levels with obstacles and electric fans and so forth. At the place where I work we have these circular air conditioning vents all over the floor that have little fins inside which causes the air to come out in a vertical vortex, like a tube-shaped tornado. Something like this could grab the plane and spin it on its Y axis, turning the plane if it was going fast, or actually spinning it completely out of control if it was going too slow. If you have a place with lots of ordinary electric fans, the air currents can be used to alter the planes'' trajectory -- or just knock it out of the air if the player doesn''t plan for those currents.
Sorry this post is so long and confusing, you just got my brain going on this one.
****************************************
Brian Lacy
ForeverDream Studios
Comments? Questions? Curious?
brian@foreverdreamstudios.com
"I create. Therefore I am."
---------------------------Brian Lacy"I create. Therefore I am."
Paper size is EXTREMELY important. The amount of paper used determines the overall weight of the aircraft, but also the amount of wingspan it can have.
Making a tiny memoblock paper fly far is hard. Taking bigger papers, up to A4, makes it easier. Above A4, it''s a real challenge to make something that can fly (I made it to A2, but that was a hulk).
As for the weight; as has been mentioned, heavier paper flies faster yet doesn''t stay in the air as long as light paper. It''s all nice to be able to factor in.
Making a tiny memoblock paper fly far is hard. Taking bigger papers, up to A4, makes it easier. Above A4, it''s a real challenge to make something that can fly (I made it to A2, but that was a hulk).
As for the weight; as has been mentioned, heavier paper flies faster yet doesn''t stay in the air as long as light paper. It''s all nice to be able to factor in.
This topic is closed to new replies.
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