Author Topic: POP - A game to POP  (Read 12291 times)

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Offline Munchor

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POP - A game to POP
« on: April 18, 2011, 01:25:54 pm »
So, believe it or not, this is my first Axe game, and I learnt Axe a few months ago.

In my opinion, nobody will ever play it, since it is quite boring  :'( I really need some ideas on how to make it more interesting.

It's a 962 bytes (my goal was to make an Axe game in one day that didn't exceed 1000bytes). You have to move the little spike to hit the blocks and every time you "pop" a block you have to back up to the line in the screen to pop another block.

Here's a screenshot and attached is the game and all the source code. I will not be uploading it to other places, perhaps Omnimaga Downloads if I add more features to the game. I'll also try to make a BatLib port of it.



Note: Inside the little rectangle on the right is your score. However, it doesn't display correctly on Wabbit. I think it's because of screen delay. Can anyone try it on real models and tell me how it works? If it works fine I won't fix it, if it doesn't, I'll change the code.

« Last Edit: April 19, 2011, 09:30:51 am by Scout »

Offline aeTIos

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Re: PoP - A game to POP
« Reply #1 on: April 18, 2011, 01:33:28 pm »
This looks great! You might add powerups in the blocks.
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Offline BrownyTCat

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Re: PoP - A game to POP
« Reply #2 on: April 18, 2011, 01:41:13 pm »
It may be boring, but ET for the Atari is still worse by far. This is actually a good concept.

Offline JosJuice

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Re: PoP - A game to POP
« Reply #3 on: April 18, 2011, 01:42:36 pm »
You could try adding some kind of obstacle... Something that shoots at you, maybe?

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Re: PoP - A game to POP
« Reply #4 on: April 18, 2011, 01:43:31 pm »
Or simply limit attempts or put a "bad" block or something to expand on the good concept.

Offline Stefan Bauwens

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Re: PoP - A game to POP
« Reply #5 on: April 18, 2011, 01:56:47 pm »
What about this:
If it takes too long for you to pop the next 'block' the  line goes higher. WHen the line reaches the top you have Game Over.
Popping the line in time causes the line to drop, when the line reaches the bottom, you go to the next level, where you have to be faster.


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Offline aeTIos

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Re: PoP - A game to POP
« Reply #6 on: April 18, 2011, 02:00:07 pm »
Great idea, steef!
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Offline Munchor

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Re: PoP - A game to POP
« Reply #7 on: April 18, 2011, 02:00:35 pm »
What about this:
If it takes too long for you to pop the next 'block' the  line goes higher. WHen the line reaches the top you have Game Over.
Popping the line in time causes the line to drop, when the line reaches the bottom, you go to the next level, where you have to be faster.

Stefan, you are a genius.

Offline Stefan Bauwens

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Re: PoP - A game to POP
« Reply #8 on: April 18, 2011, 02:01:24 pm »
Thank you. Glad I could help.


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Offline DJ Omnimaga

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Re: PoP - A game to POP
« Reply #9 on: April 18, 2011, 04:58:56 pm »
Interesting, you should make it so as the game progresses, you have less time to get above the line before dying and stuff like that. Also for the bug report you might want to tell Buckeye, although I believe you did already on IRC.

I'm glad you're coding calculator games again. :D

Offline Munchor

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Re: PoP - A game to POP
« Reply #10 on: April 19, 2011, 09:42:14 am »


Thanks for the ideas and the support everyone. Here's the latest update :D

Offline Stefan Bauwens

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Re: POP - A game to POP
« Reply #11 on: April 19, 2011, 10:37:58 am »
Nice Scout! I hope this will become a great hit! :)


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Offline yunhua98

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Re: POP - A game to POP
« Reply #12 on: April 19, 2011, 04:44:49 pm »
This looks great!  And I see Stefan is making a port .  :D

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Offline Spyro543

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Re: POP - A game to POP
« Reply #13 on: April 19, 2011, 05:55:00 pm »
That game looks EPIC FUN. O_O

Offline Stefan Bauwens

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Re: POP - A game to POP
« Reply #14 on: April 20, 2011, 06:37:35 am »
This looks great!  And I see Stefan is making a port .  :D
Yeah, but I'll most likely only start on it after myst.


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