Author Topic: Breakout clone  (Read 23173 times)

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Offline MRide

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Re: Breakout clone
« Reply #30 on: November 08, 2010, 09:08:38 pm »
Nice.  That looks really, really, good.  This will definitely be on my to-download list when it's finished.

Offline ztrumpet

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Re: Breakout clone
« Reply #31 on: November 08, 2010, 09:24:31 pm »
I think that looks fine. :)

This will definitely be on my to-download list when it's finished.
Me too.  In fact, I think it's better than Ping. ;D

Offline DJ Omnimaga

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Re: Breakout clone
« Reply #32 on: November 08, 2010, 11:27:57 pm »
Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
« Last Edit: November 08, 2010, 11:47:43 pm by DJ Omnimaga »

Offline TIfanx1999

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Re: Breakout clone
« Reply #33 on: November 09, 2010, 09:43:04 am »
As the others said, looks great. ^^

Offline JustCause

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Re: Breakout clone
« Reply #34 on: November 09, 2010, 09:58:12 am »
*bookmarks* Looks great! "Bomb" blocks (that destroy blocks near them, even if they're normally unbreakable) shouldn't be too hard to implement...haven't seen your code tho, so I don't know. We're all behind you!
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Offline DJ Omnimaga

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Re: Breakout clone
« Reply #35 on: November 09, 2010, 12:19:23 pm »
Btw question: why does the paddle move this fast when there are many balls at once? Or is it just in 15 MHz mode (like I added to create this screenshot)
« Last Edit: November 09, 2010, 12:19:47 pm by DJ Omnimaga »

Offline Builderboy

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Re: Breakout clone
« Reply #36 on: November 09, 2010, 03:48:11 pm »
Huh thats strange, maybe he added some sort of speed control so that when the game starts to lag (as you can see by the greyscale) the paddle moves faster to try to make it look like the same speed.

Offline DJ Omnimaga

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Re: Breakout clone
« Reply #37 on: November 09, 2010, 05:23:46 pm »
Yeah that's what I though. Maybe in 15 MHz it lags much less and it causes the paddle to go extremly fast when the game would start to lag in 6 MHz mode. I'll have to try it without adding full to see.

Offline lookitsan00b

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Re: Breakout clone
« Reply #38 on: November 09, 2010, 07:43:38 pm »
Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
lol that should be much easier on you now ;)

Btw question: why does the paddle move this fast when there are many balls at once? Or is it just in 15 MHz mode (like I added to create this screenshot)

Actually, neither.  I figured with many balls on the screen it'd be harder to keep them all on, so I made paddle_speed = 1 + Number_of_balls to compensate.  Now that I think about it, a cap would be nice.

Spoiler For Spoiler:
New in V.85:
  Readme
  Menu
  Level Editor :D
  No more bug with powerups falling through when the paddle is on the far left side of the screen
*bookmarks* Looks great! "Bomb" blocks (that destroy blocks near them, even if they're normally unbreakable) shouldn't be too hard to implement...haven't seen your code tho, so I don't know. We're all behind you!
The first time I read this I was almost laughing... then I realized that it really wouldn't be that hard...
It's certainly a possibility.
The question is: I have blocks 0-7. Should I cap it at 9, or find more keys/another control scheme for the editor?
« Last Edit: November 09, 2010, 07:56:33 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

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{=========_}

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Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
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framework: mostly done
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Offline MRide

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Re: Breakout clone
« Reply #39 on: November 09, 2010, 09:16:39 pm »
Bomb blocks would be cool.  For the editor, you could always go with the Mario style one: scroll through the different types with two keys, or select the block from a list

Offline lookitsan00b

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Re: Breakout clone
« Reply #40 on: November 09, 2010, 10:16:32 pm »
Bomb blocks would be cool.  For the editor, you could always go with the Mario style one: scroll through the different types with two keys, or select the block from a list
When I said "another control scheme", that is exactly what I had in mind. ;)
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Darl181

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Re: Breakout clone
« Reply #41 on: November 10, 2010, 01:31:44 am »
Great game, but it starts kind of slow (at least for me)
Are difficulty levels/speeds planned?
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Offline DJ Omnimaga

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Re: Breakout clone
« Reply #42 on: November 10, 2010, 02:52:15 am »
Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
lol that should be much easier on you now ;)

Btw question: why does the paddle move this fast when there are many balls at once? Or is it just in 15 MHz mode (like I added to create this screenshot)

Actually, neither.  I figured with many balls on the screen it'd be harder to keep them all on, so I made paddle_speed = 1 + Number_of_balls to compensate.  Now that I think about it, a cap would be nice.

Spoiler For Spoiler:
New in V.85:
  Readme
  Menu
  Level Editor :D
  No more bug with powerups falling through when the paddle is on the far left side of the screen
*bookmarks* Looks great! "Bomb" blocks (that destroy blocks near them, even if they're normally unbreakable) shouldn't be too hard to implement...haven't seen your code tho, so I don't know. We're all behind you!
The first time I read this I was almost laughing... then I realized that it really wouldn't be that hard...
It's certainly a possibility.
The question is: I have blocks 0-7. Should I cap it at 9, or find more keys/another control scheme for the editor?
capping it at 9 would be fine, although I guess you could maybe change the control scheme and have people just select the block they want to insert. By the way what will be the max rows of blocks in a level?

Offline lookitsan00b

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Re: Breakout clone
« Reply #43 on: November 10, 2010, 04:10:19 pm »
capping it at 9 would be fine, although I guess you could maybe change the control scheme and have people just select the block they want to insert. By the way what will be the max rows of blocks in a level?
For the max paddle movement: I chose 5.
Max rows: 14. :P

Spoiler For No don't look!:
Spoiler For I told you not to look!:
Spoiler For what you'll get if you look again:
New in v.95:
  level save, load for both edit and play
  changed controls for editor
  limited paddle speed to 5
  decreased lag
  added Endless mode!

Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
This inspired the level in screenieV.95 ;)  (which, if you haven't looked, is on the first post, I've been editing that one and keeping it up to date)
That is as much lag as I could possibly cause with the new & partially improved main loop :D
« Last Edit: November 10, 2010, 04:30:23 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Darl181

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Re: Breakout clone
« Reply #44 on: November 10, 2010, 06:38:28 pm »
Looks great, it's on my calc now :)
Idea: ability to pause.
Nvm, just read the readme :P
I should probably do that first...
« Last Edit: November 10, 2010, 06:42:17 pm by Darl181 »
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