Author Topic: Fruit Ninja  (Read 114824 times)

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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #105 on: March 10, 2012, 10:08:20 am »
All right, I started making the sliced sprites, but found they they do slow down the game noticeably. If you have enough objects on the screen, it actually interferes with key detection D:

So here's the question: Is the game all right as it is, or do I need to add something to the screen when a fruit gets sliced? Maybe I can use something simpler and smaller, like an 16x8 splatter image. (This wouldn't slow down the game much because it would use the engine already in place for the combo and drop graphics.)




Offline Nick

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Re: Fruit Ninja
« Reply #106 on: March 10, 2012, 10:17:37 am »
i think it's just great the way it is now.. a splash (animation) might be nice to see, and would make it more beautiful :)

i like this game a lot btw, it's amazing how you made this possible ö congratz for that

Offline Spenceboy98

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Re: Fruit Ninja
« Reply #107 on: March 10, 2012, 08:13:24 pm »
Post a screenshot of the slicing ones. I want to see how much it slows down.
I like milk.

Offline BalancedFury

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Re: Fruit Ninja
« Reply #108 on: March 10, 2012, 08:32:56 pm »
Yeah :D
Also, when will it be done? :D
ALSO, extra features that I recommend :)
Spoiler For Spoiler:
Zen mode and arcade mode if possible ( Will take a while)
The Pomegranate (Chance to slice for 10 seconds)
Antonio Nam = DualBLDR = Tony Arthur... U choose!





JOIN THE PETITION TO ADD THIS EMOTICON!!
[|:{P ------->


Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #109 on: March 10, 2012, 08:57:36 pm »
Post a screenshot of the slicing ones. I want to see how much it slows down.
A screenshot won't do because the slowdown isn't very visible (in fact, the fruits' motions are inflated by a tremendous amount, so the frame rate could decrease by 400% and graphics would still be as smooth as they are now).

The main problem is that the game would feel a lot less responsive. Using a swiping motion for control requires that key detection be really, really sensitive. A game that uses only the arrow pad for movement, for example, might feel perfectly fine taking five keypresses a second, but having that rate in this game would mean that a single swipe across a row must take at least one full second. (Just imagine swiping at that speed! The game as it is now runs at something more like 20 frames a second.)




Offline BalancedFury

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Re: Fruit Ninja
« Reply #110 on: March 10, 2012, 08:58:12 pm »
So what about those addition I recommended? :D
Antonio Nam = DualBLDR = Tony Arthur... U choose!





JOIN THE PETITION TO ADD THIS EMOTICON!!
[|:{P ------->


Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #111 on: March 11, 2012, 11:04:40 am »
I'm still not sure about those—I'm planning at least two of the original three modes (Classic for sure, and either Zen or Arcade or both). Zen mode is easier to make but not as much fun in my opinion, while Arcade mode involves a lot of extra features, like the pomegranate (it only appears in Arcade mode IIRC).

EDIT: I was wrong. It's in both Arcade and Classic mode.
« Last Edit: March 11, 2012, 11:05:57 am by Deep Thought »




Offline aeTIos

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Re: Fruit Ninja
« Reply #112 on: March 11, 2012, 12:11:22 pm »
I would be fine with only a splash (like about 10 pixels jumping away).
I'm not a nerd but I pretend:

Offline leafy

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Re: Fruit Ninja
« Reply #113 on: March 11, 2012, 03:47:35 pm »
I'm still not sure about those—I'm planning at least two of the original three modes (Classic for sure, and either Zen or Arcade or both). Zen mode is easier to make but not as much fun in my opinion, while Arcade mode involves a lot of extra features, like the pomegranate (it only appears in Arcade mode IIRC).

EDIT: I was wrong. It's in both Arcade and Classic mode.

You'd also have to get all the bananas and combo blitzes working oO
In-progress: Graviter (...)

Offline Spenceboy98

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Re: Fruit Ninja
« Reply #114 on: March 11, 2012, 09:17:48 pm »
Yeah. That would be AWESOME!
I like milk.

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #115 on: March 11, 2012, 09:56:03 pm »
But unfortunately probably not possible D:

I think I'll stick to Classic and Zen mode.




Offline BalancedFury

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Re: Fruit Ninja
« Reply #116 on: March 12, 2012, 07:17:30 pm »
Ok :P
Antonio Nam = DualBLDR = Tony Arthur... U choose!





JOIN THE PETITION TO ADD THIS EMOTICON!!
[|:{P ------->


Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #117 on: March 13, 2012, 06:36:45 pm »
After optimizing a bit, I found the lag not too bad at all. So it will have sliced fruit sprites, though not rotating.

And I got lazy on those, too, and decided to stick with the sprites I already have, but with each half drawn separately. It doesn't look as nice as if I were to create a whole new set of sprites, but the main benefit (besides saving me a couple weeks' worth of graphics work) is that it doesn't bloat the program with another 2,048 bytes of sprite data.

And I guess it doesn't look too bad, either (you can still download it from the original post):

Offline Builderboy

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Re: Fruit Ninja
« Reply #118 on: March 13, 2012, 06:40:11 pm »
I love the compromise!  Looks completely epic, and I'm glad we got some splitting action with our fruit ninja ^^

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #119 on: March 13, 2012, 06:42:01 pm »
And now I'm just about done :) Just need some high scores and a menu system.