PUTT Updates and Finals Thread

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94 comments, last by ml_ 10 years, 5 months ago

Unfortunately, no, I'm still trying to work on it.

EDIT: There is now a fully packaged executable with all the dependent files: StickBallClone-master.zip

EDIT: The exe has to be placed inside of the StickBall repo folder (from github) in order to work. I am going to repackage it completely.

Hey good news, there is now an EXE of StickBall.

I created mine entirely using Unity3D (was a good way to learn the engine basics, actually).

BTW, you mentioned the browser games and so forth... Segmented's game is entirely in javascript--you can "View Source" and see all the code.

But something you might like even more--Unity supports exporting to a browser based format, which would let you make even fully functional 3d games for web-browsers.

This is fantastic and highly useful information. I will definitely be checking out Unity... and playing around with Segmented's source code... and looking at Mippy's source code... and looking at Staunhom's github repo... after I check out the historical evolution of Noctumus's version...

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EDIT: The exe has to be placed inside of the StickBall repo folder (from github) in order to work. I am going to repackage it completely.

Hey good news, there is now an EXE of StickBall.

Presto! The exe worked, so I finally got to check out the game. You seem a bit more "into" your project than most, so I'll give a more in-depth analysis and suggestions in case you want to continue working on it.

The game itself is good, I enjoyed the game play, though it didn't really feel like pong, which I guess is a good thing.

--I would recommend changing the background. It seems, with the fonts and the character sprites, that the majority of your game has a pixelated look to it. Your background should fit that, in my opinion. Some old NES or pixelated looking background like Minecraft sky/clouds would fit it a lot better. I think your "ball" and power ups could stay the way they are. The more modernized/HD look would draw attention to them in a good way.

--I can't think of the correct word or term right now, but I think the border of the game window should be impassable. Your characters can go left to the edge of the window, then appear on the right side of he window (like I said, can't think of the term I'm looking for). For this style of game, I think getting rid of that would be better.

--Your load screens don't seem to be needed. I click my shift key and it pops up to the next round. Maybe a "Press to Start Round" screen instead?

--A main menu start screen. "Start Game/Options/Instructions/Quit". Allow your character and health selections to be edited in the options, give some in-game control instructions and so forth in the instructions, and the quit game option. You do have the Esc key set to close the game, but still, a visual "Quit" option would make it obvious and look more complete, IMO.

--Lastly, maybe your character selection can have an effect on your game play? Right now, it's an unnecessary option. Perhaps the Knight's strength kicks the ball harder? The boy could be a generic or "Difficult" option. One character could move faster, that sort of thing.

That's all for now. Again, I'm not trying to nit-pick, you just seem more involved and interested in your project, so I'm going to put more interest in analyzing and criticizing it.

For anyone interested in playing the final version of my game on windows (that is, matching the Mac app I posted), I finally got a chance to sit down and package it! Not a lot of difference, but it at least shows a minimal win/lose screens, since that's what I focused on getting in last. Here it is

https://dl.dropboxusercontent.com/u/7949526/lucentbeam.putt.win32.final.zip

It includes a more prominently displayed readme, since it seems my controls ended up being far from intuitive.


Presto! The exe worked, so I finally got to check out the game. You seem a bit more "into" your project than most, so I'll give a more in-depth analysis and suggestions in case you want to continue working on it.

Yaaayyyyy!! Thank you for your patience! I am so glad to hear that finally you're able to try it out.

I could be wrong but I think Noctumus and wintertime and a few others are also pretty into their games. It will be interesting to see how the judges scorecards turn out. StickBall will probably be excluded unless by some miracle at least three judges were able to play it. I have not yet performed a detailed count, but it appears that wintertime's game might include more of the optional features from the scorecards than Noctumus's, although they've both got a lot.

Incidentally, @wintertime, I still need to spend some more time checking it out, but on the first couple of tries I didn't notice that there was any type of differing background for level progressions.... although as I think about it, there might have been more snow cover some times that I played than others... Also, I didn't find a save game feature. I only mention these because you had mentioned at one point that your game includes all of the optional features in some form. Btw, I liked the font in your game and I am planning to "steal" it for future use. I also plan on copying sound effects and songs from most of the games into my personal video game development library (if nobody objects).

@Aspirer, with regard to your suggestions about SickBall, I found myself nodding in agreement with all of them. The two which would be very easy to change are making the window border impassable, and changing the text between rounds to "press shift for Round __". Adding another additional main introduction screen would take a lot of effort but would definitely be in order.It is very true that "esc to exit" should be advertised somewhere. With regard to different skills for different players, one possible way to implement it would be for them to have different spell-casting abilities (one that warps the opponent to a different position, one that makes the ball go through the oppoenent). This would probably be easier to implement than adjusting their core attributes such as speed. On the Gosu forums I received the additional feedback that it would be cool to see some type of walking animation, and an animation making the players' sticks move when they hit the "ball".

My long-term plan is to keep working on this game, but to focus primarily on the packaging side of things for a while (which appears to be the game's primary weakness). My programming skills are pretty novice, but theoretically it should be possible to make this game run on iPhone/iPad, and possibly even embedded in a webpage, although the first area of focus will be learning a reliable method for exporting to .exe and .app (which theoretically should be a piece of cake on Gosu but I'm still learning). Also, support for Gosu on Android is in development, which I think will be really cool.

My other long-term plan for the game is to get rid of the ball, add attack abilities to the players, add AI to both players, and get the players to attack each other.

I am pleased to announce that StickBall now works as an executable on Windows! Here is the link: StickBallClone-master.zip

Just download and unzip and go into the StickBallClone-master folder and double-click on main.exe and at long last SickBall works.

This has been tested on four different Windows machines so far. One of the computers experienced a glitch at the beginning of Round 2, but Round 1 worked on all of them. The ball movement and player movement speeds may be a little slower than ideal, although I am interested to hear how it feels to different people on different computers.

StickBall-Clouds.png

Here is an updated and improved link for the .app for Mac of StickBall: StickBall for Mac (zip file)

Also, for anyone who installed Ruby but didn't get StickBall to work with Ruby, I have identified the problem.

The big issue is that Gosu needs to be version 0.7.48.

$ gem install gosu -v 0.7.48

$ gem install chingu

Thought I'd post in case anyone wants to try out Gosu or play with the StickBall code.

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