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first breakout game


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#1 phil67rpg   Members   -  Reputation: 767

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Posted 23 March 2013 - 06:09 PM

I have tweaked my game a little bit, let me know what you think.

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#2 stitchs   Crossbones+   -  Reputation: 1309

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Posted 23 March 2013 - 09:02 PM

Hello,

 

I like the charm behind the graphics and the fact that you are continuing to improve a project beyond its finish. There are a few criticisms that I would like to raise though:

 

  1. Implement Lives.
  2. There is a delay between pressing a key, to the paddle actually moving. So much so that you could miss the ball numerous times on i missing the paddle.
  3. A timer after the ball resets position, but before it starts moving again.
  4. Trajectory of the ball being affected by where it hits the paddle.
  5. Instructions need to disappear after first ball launch.
  6. End of game trigger when all bricks disappear.
  7. Ball speeds up on each successful paddle contact.

These are the first few things that come to mind, but would improve the game significantly, and give you the opportunity to think about logic that you may not have attempted yet.

 

I hope this is of help and I look forward to your next iteration.

 

Regards,

 

Stitchs.



#3 phil67rpg   Members   -  Reputation: 767

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Posted 23 March 2013 - 09:09 PM

thanks a lot for the advice, I am glad  you liked it. my next thing I am going to implement is  a splash screen. That will help with interacting with the game.



#4 TropicMonkey   Members   -  Reputation: 117

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Posted 24 March 2013 - 01:50 AM

I have tweaked my game a little bit, let me know what you think.

 

Not bad, may I ask what program you used to create the images?



#5 stitchs   Crossbones+   -  Reputation: 1309

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Posted 24 March 2013 - 05:22 AM

When you implement the Splash-Screen, try to ensure that you don't just render it over the top of the game field i.e. the actual game logic doesn't run at the same time. This could lead to the user viewing what they think is the beginning page, but then entering the game whilst the logic has been running and starting out with, for example; less lives than expected, some bricks missing, or even the Game Over message.

 

What I'm trying to get at here is, now that you are looking at another component (The Menu), try researching into State Machines to break up the code, and ensure not everything is trying to be run at once. It can be as simple as using a Switch-Case to make sure only the Menu runs until the player decides to enter the Game, then the Game runs and the Menu is only accessed again, when the user wants to quit.

 

A lot of information here, I got a bit carried away. Feel free to ask a question if there's anything unclear.

 

Regards,

 

Stitchs.



#6 phil67rpg   Members   -  Reputation: 767

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Posted 24 March 2013 - 03:31 PM

I used ari feldmans sprites



#7 phil67rpg   Members   -  Reputation: 767

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Posted 24 March 2013 - 04:06 PM

I have implemented the splash screen.

#8 phil67rpg   Members   -  Reputation: 767

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Posted 25 March 2013 - 04:34 PM

where should I put the lives and score on the screen?




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