Author Topic: BimBall -- AKA super wallball  (Read 10286 times)

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Offline Builderboy

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Re: BimBall -- AKA super wallball
« Reply #15 on: February 07, 2011, 06:46:39 pm »
Yeah with a ball that size it gets crazy I imagine x.x One of the reasons I never really developed a fully flexible ball physics engine myself.  Congrats on getting the physics as awesome as you did :D

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Re: BimBall -- AKA super wallball
« Reply #16 on: February 07, 2011, 07:31:02 pm »
thanks for the complements :D

also,
I'm now thinking of adding 2 on 2 mode, switch-activated platforms, loading a level design from a pic var, and a few other things :D

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Re: BimBall -- AKA super wallball
« Reply #17 on: February 10, 2011, 12:17:57 pm »
I plan on releasing version 1.0 later today.

Offline Happybobjr

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Re: BimBall -- AKA super wallball
« Reply #18 on: February 10, 2011, 03:52:42 pm »
Sounds great.
As a side note, have you considered scrolling edges?  or would that take to much memory?
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Re: BimBall -- AKA super wallball
« Reply #19 on: February 10, 2011, 03:54:50 pm »
I won't add scrolling edges to this game, but I'm saving that for my ball "Toy" game, which features a gigantic world to play around with a ball in :)

Offline Happybobjr

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Re: BimBall -- AKA super wallball
« Reply #20 on: February 10, 2011, 04:04:21 pm »
I won't add scrolling edges to this game, but I'm saving that for my ball "Toy" game, which features a gigantic world to play around with a ball in :)

sounds similar to what I was messing around with today.  I am having fun learning about tile mapping.  The way i do it is to have the world scroll and the character will stay in one place :)
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Re: BimBall -- AKA super wallball
« Reply #21 on: February 10, 2011, 04:09:31 pm »
I always liked that method too :) rather fast and a bit quicker to code.  Right now my challenge is getting ti to smoothscroll with the character moving fowards-backwards nearer to the edge.

Also, I guess I didn't explain what is in version 1.0:

-Sports announcer after each round
-instant replay letting you look at the last 20 frames before the last score
-A decent title screen, options screen, and info screen
-you can actually win the game now (takes ten scores)
-fixed a few bugs
-etc.

the replay is the coolest though :)

Offline Happybobjr

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Re: BimBall -- AKA super wallball
« Reply #22 on: February 10, 2011, 04:12:03 pm »
I always liked that method too :) rather fast and a bit quicker to code.  Right now my challenge is getting it to smoothscroll with the character moving fotwards-backwards nearer to the edge.

Also, I guess I didn't explain what is in version 1.0:

-Sports announcer after each round
-instant replay letting you look at the last 20 frames before the last score
-A decent title screen, options screen, and info screen
-you can actually win the game now (takes ten scores)
-fixed a few bugs
-etc.

the replay is the coolest though :)


How do you have the replay coded?  Is it 20 767byte pieces of memory?  (happybobjr hopes not)
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Re: BimBall -- AKA super wallball
« Reply #23 on: February 10, 2011, 04:15:48 pm »
it does require about 14K open RAM, but it's safecoded to tell you when you're getting near low RAM and if you have enough to allow playing of movies.  It's worth the memory however, as it is REALLY cool... :)

and also, the program can be ran from the RAM nostub and still have enough room for the replay data.

Offline Happybobjr

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Re: BimBall -- AKA super wallball
« Reply #24 on: February 10, 2011, 04:56:05 pm »
it does require about 14K open RAM, but it's safecoded to tell you when you're getting near low RAM and if you have enough to allow playing of movies.  It's worth the memory however, as it is REALLY cool... :)

and also, the program can be ran from the RAM nostub and still have enough room for the replay data.

Could this cause "wear and tear" on the memory though? (question directed twords everyone)
Maybe have a list of all previous commands and reverse engineer with current variables to be smaller?
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Re: BimBall -- AKA super wallball
« Reply #25 on: February 10, 2011, 04:57:17 pm »
it would cause wear and tear like the same as running a program (all it does it creat one appvar and keep it for the duration of the game, writing only to that and rewriting to earlier segments when you go over the edge of the memory)

so no worries :)

Ashbad

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Re: BimBall -- AKA super wallball
« Reply #26 on: February 10, 2011, 07:49:22 pm »
might as well post 1.0:

EDIT: reposted in another reply.
« Last Edit: March 18, 2011, 03:15:30 pm by Ashbad »

Offline Happybobjr

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Re: BimBall -- AKA super wallball
« Reply #27 on: February 10, 2011, 07:52:07 pm »
holy cow,  the replay really is amazing looking.
School: East Central High School
 
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Re: BimBall -- AKA super wallball
« Reply #28 on: February 10, 2011, 07:54:30 pm »
thanks ;D

I got the idea of it from watching football last weekend, I thought "hey that in a calc game would be awesome!"

that and the commentator give it a more sporty feel :) though the commentator only says like 10 different things right now, I intend to add at least 100 more :P then it's really realistic

EDIT: also, maybe even the commentators marking up the "field" like in football to show motions ;D and also maybe a second replay option to replay at full speed before replaying in slow-mo

and I hate to judge my own games, but this one is my most addicting game ever ^-^ played it for an hour stright during science today :)
« Last Edit: February 10, 2011, 07:58:02 pm by Ashbad »

Offline ztrumpet

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Re: BimBall -- AKA super wallball
« Reply #29 on: February 10, 2011, 09:45:00 pm »
Wow, that replay looks awesome!  I wish I had the time to put this on my calc; I'm sure once I get it on there I'll play it a lot. :D