Author Topic: Ideas?  (Read 10409 times)

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Ideas?
« on: December 13, 2005, 01:51:00 pm »
Ok, so i started the project today, are there any ideas for it?  I have like a 10 level plan, so anything else?  Check my pong game under 83 asm games downloads at www.unitedti.org

Offline DJ Omnimaga

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Ideas?
« Reply #1 on: December 13, 2005, 02:08:00 pm »
While I enable fast reply in this section too (because I forgot to enable it :Pblah.gif ) you should post some spec about the game like you posted via PM so ppl have a bigger guess of how this pong game is :)smile.gif

spengo

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« Reply #2 on: December 13, 2005, 02:08:00 pm »
Thats an interesting idea. So like, the red ball is a warrior and the blue ball is a water mage and the green ball is a rogue or somethin' like that? :woot:woot.gif lol j/k Anyways I have no idea on how you intend to do this but most likely it will be entertaining.

Offline necro

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« Reply #3 on: December 13, 2005, 03:26:00 pm »
Will it be like with special walls and levels and such...or will there be an over world where you go "into battle" with a screen full of enemies and you have to defete them by hitting them with the ball...and you get larger balls and bigger longer paddles overtime...maybe get to start a battle with mutliple balls...get healthier balls...fight ball sucking boss monsters...man, this will be great.  (note, this was semi-serious)
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« Reply #4 on: December 14, 2005, 02:46:00 am »
Name::    PongWars
Platform:: 83, 83+
Notes::    Uses EZAsm.
Descript:: A pong RPG, much like that of brick breaker delux for phones.  This is not brick attack, but pong with a story.
Features:: 10+ levels
                Infinate mode after you finish the game
                Save Game(?)


Just thought youd like to know..


PROGRESS:: .1% (half of title screen)

dragon__lance

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« Reply #5 on: December 14, 2005, 10:21:00 am »
sound cool, so its in ez asm right? u might want to consider switching to Timendus's API

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« Reply #6 on: December 14, 2005, 04:33:00 pm »
I still don't get how you have a story...
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« Reply #7 on: December 15, 2005, 02:40:00 am »
Ill post a story at lunch...



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Offline necro

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« Reply #8 on: December 15, 2005, 05:54:00 am »
err...  

Suggestion:
A new sport began, one in which players use telekenetic shields to batter a magnetic hover sphere back and forth between oponents...how ever, the government apperntly had some hidden intentions for the telepathy these players gained. On one early morning, a squad of heavily armed men entered a house looking to capture another one of these players. However, using his shield and one of his spheres, he launched an attack. A wanted man, what will be his fate?

That story seems a little better, but eh...
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« Reply #9 on: December 15, 2005, 10:16:00 am »
Whatever, i just threw it together at lunch be4 the bell...  I had a rough copy in my mind.  If you can, look up blockbreakers delux, and you should see a similer story...

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« Reply #10 on: December 15, 2005, 02:18:00 pm »
Meteos for the nintendo DS had a story if I remember and it was only a puzzle game, I think this shouldnt be a big pb to have a small story progressing across each levels in Pongwars :)smile.gif

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« Reply #11 on: December 16, 2005, 02:35:00 am »
Not dat Hard....  EASY!!!


I think....


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koolmansam375

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« Reply #12 on: January 13, 2006, 12:54:00 am »
I do enjoy the name of this game. :-) .

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« Reply #13 on: January 13, 2006, 02:40:00 am »
hehe yeah I remember you were making a pongwars game in assembly once, too bad its dead :(sad.gif was it in the same style than TI84silver's?

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« Reply #14 on: January 13, 2006, 05:08:00 am »
QuoteBegin-xlibman+13 January 2006, 8:4-->
QUOTE (xlibman @ 13 January 2006, 8:40)
hehe yeah I remember you were making a pongwars game in assembly once, too bad its dead :(sad.gif was it in the same style than TI84silver's?  

 I cant really say because i dont know what ti84silver's is going to be like (other than have a story and levels). Mine was going to be written in Asm too (though not EZAsm). It was most likely a combination of a fighting game and breakout. The idea was to have a "story"-like mode (but without an actual story) where you progress through levels with progressively more challenging AI until you reach the boss (read: bigger paddle and intelligent AI). I dont know how youre doing it, but with the game i was aiming at I had the player and opponent paddles on the sides of the screen (like original pong) instead of on the bottom (and top?) (like a breakout game).

Also there would have been like a Exposition (Practice i suppose?) mode where you can choose how many matches to play, what difficulty, if you want powerups or not, anything else.

A mode Im 99.9% sure people who play the finished single player aspect of the game will want it but i do not know how to implement, is Versus. I dont know how to work the link port. I suppose you could do it on the same calc (ala Bomberkids). I just got lazy i guess.

I hadnt fully worked out the following details but this was the plan at the time:

You and your opponent have a visible health bar that decreases every time you miss the ball. When you run out of health (i think i made it 5 misses) the round is over. Each match is best of 3 rounds. There were powerups and stuff to make the game more exciting and faster paced. Here are some examples of powerups i thought about. How you gain them is a different story (two methods):
  • Health - restores health (equivalent of 1 missed ball).
  • Multiball - instead of 1 ball now there'd be 2 or 3 balls out at once. when a ball is missed it disappears until theres only one ball again.
  • Inverse - For a limited time instead of the up arrow moving the paddle up, it moves the paddle down. Likewise the down arrow moves the paddle up. Get it?
  • Brick - ball hits it and bounces back. brick disappears. just like in all the other break out games

The first method you could do is to have the paddles be able to shoot lasers and if the hit the powerup block they earn it. Another method is the ball collects the powerup when it hits the block and the last paddle to hit the block earns it whether they want it or not.

One last thing (maybe?) to consider with powerups is when they go into effect. Do they affect the game instantly or when the player "uses" the item (hits a key).

There you go. Those are all things you can consider and use if you like (just give credit where credit is due). I wish you luck in finishing!