hello there! as you read this guide, please remember that this is a wip! this guide will most likely be finished in a few days or weeks. thank you for clicking on this post, and let us begin.
what even is pong?
if you don’t know what pong is, then im not sure why you even clicked on this post. but if you did anyway, pong is basically ping-pong. there are two paddles and a ball, you need to hit the ball with your paddle to the other person. if you fail to hit it, then the other person gains a point. if you hit the ball, and the other person fails to hit the ball back, you gain a point. the goal is to get to 10 points first. its a pretty straightforward premise.
(an example of what it looks like)
requirements
barriers
triggers
zones
block-code
wires
camera view
spawn-pad
.
paddles
to begin the paddles, add two long black barriers like so.
Anyways, nice guide. I don’t think you need to bump this every time you update because it can be considered spam. You can bump it if it’s been 5 days since someone posted or if it doesn’t get that much attention
how are you going to make the ball bounce?
are you going to include spin for the ball? that’s what makes pong fun. otherwise the ball would just go straight back and forth, with no bouncing off the walls.
how are you going to make a graphics engine for the ball’s location?
I never realized it, but Pong wouldn’t actually be that hard to make.
Let’s summarize the things we would need:
a) a ball that moves based on its location
b) a way to track/handle the ball’s movement speed
c) a way to move the paddles
d) a way to handle interactions between the ball and other things
e) a win state
These can all be done pretty simply.
For a, you could use a massive array of barriers, square or circle or whatever. They all would deactivate whenever the coordinates changed, and one would reactivate when the ball position property hit its coordinates. (Using concatenation)
B could be done by simply having variables for direction and speed, then using some sort of calculation. If you had dx and dy as variables, you can change the ball’s coordinates by dx and dy and then round them back up.
C would be pretty easily done by tracking maybe player movement. You could have them standing on a row of triggers and as they move down or up the triggers send out a signal to say “the paddle is at our y coordinate”
D would be done by simply adding into the movement calculations that if the ball is at a certain y or x level, you reverse dy or dx accordingly.
E is simply done by checking if the ball is past one of the paddles. If it is, you reset dy and dx, reset the coordinates, and give whichever team won a point.
If you don’t know what I’m saying, I recommend trying to make Pong OUTSIDE of Gimkit first. Try using Python or something, because without that basic understanding of how the game actually functions, you’ll have a much harder time making the game inside Gimkit.
oh wait i just realized that this is a guide and not a help post, so my bad lol
I’d recommend using triggers instead of zones for the paddles though, they’re just as useful and much more efficient.