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PUTT Updates and Finals Thread


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#61 ml_   Members   -  Reputation: 280

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Posted 31 October 2013 - 08:32 PM

UPDATE (11/5): A working exe of StickBall is available here: StickBallClone-master.zip

                           Just download, unzip, go into the StickBallClone-master folder, and double-click on main.exe.

 

Hey I didn't realize about the time zone being a couple of hours ahead of me -- I won't push my latest changes to github as it sounds like we are now past the deadline.   My entry is posted above, with the link to the Github page, where you can check and see that no changes have been pushed since the deadline. Well, here's the link again, for easy reference, but it is included above, prior to the deadline:  StickBall on Github.

 

If you are on a PC, it requires Ruby to play. Installing Ruby on Windows is really easy, and install instructions are in the Readme (on github). UPDATE: It appears that Ruby Dev-tools must be installed for StickBall to work properly. I pasted instructions for installing Ruby Dev-tools in a response to Aspirer lower on this page (the instructions come from wintertime's readme).

 

We were able to compile for Mac to a .app, but I did not post the .app prior to the deadline. The .app is the exact same as the github version - it just makes it possible to try it out on a Mac without installing Ruby. Ruby Install instructions for Mac are also included in the Readme, but it's a little harder to install Ruby on a Mac than on a PC. So..... I'm not sure if the .app would be disqualified for deadline reasons, but here is the link in case it is of interest: StickBall Compiled for Mac.

 

Wow, it's been a whirlwind of activity coming down to the deadline. Glad I posted a few days ago to be on the safe side!! Well, I think the game turned out pretty decent. We added in lots of sounds and a fair amount of graphics effects and I think it looks pretty nice. Following is a screenshot of what it looked like a few days ago, prior to finishing touches. Best wishes to all. I'll be checking out everybody else's games in the next few days.

 

Oh and a big heads up about the power-up controls: Ctrl is used for the Bump Power-Up, and Shift is used to cast spells. No button is needed for the Kick power-up. The Kick Upgrade automatically increases the player's kick speed. There is a small mistake in the readme about the kick feature.

 

StickBall-Almost-Done.png

 

Packaged .exe of StickBall: StickBallClone-master.zip


Edited by ml_, 05 November 2013 - 02:14 PM.


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#62 Aspirer   Members   -  Reputation: 544

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Posted 31 October 2013 - 09:48 PM

My link, as posted above: http://www.filedropper.com/putt

 

Known bugs:

--The ball-speed tends to grow exponentially (to the maximum) after about 10 -15 bounces...

--Given the basic method I used to time power-up instancing, if the ball is reset after a score at the same time a power up is instancing, the collision detection momentarily glitches and power-ups are rapidly deployed for the remaining second.

--Computer AI is as basic as it gets.  Not so much of a bug as just primitive coding.  He will never attempt to bounce it away from you or at any angle, he always aims to hit with the middle of the paddle. 

 

 

Another note:  If the ball hits the vertical boundaries on the playing field 10 times without hitting a paddle, the ball resets itself in order to prevent an infinite loop, lol.

 

 

 

MOST IMPORTANTLY:  Thank you to GameDev.net for devising the competition, all of the contestants for sharing the experience with me and the community for giving us the opportunity to have a worthy learning experience.  Tomorrow, I'll go over all the submissions and offer my suggestions/comments/constructive criticisms.  And, if anyone in this competition feels like coming together for a realistic project to continue learning, please feel free to contact me!



#63 crow007   Members   -  Reputation: 202

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Posted 31 October 2013 - 10:33 PM


My link, as posted above: http://www.filedropper.com/putt
 

 

Hmmmm. none of the power ups are working.  I just see 2 pucks a ball and a box that rotates but never does anything when you hit the box with the ball. looks good though. smooth graphics although the puck moves a little slow and makes it hard to catch up to the ball after 10 hits or so; like you said, "a known bug".  I hope you continue to work on it.

-CROW



#64 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:01 AM

The instructions screen clarifies the power ups.    The rapidly spinning box speeds your paddle movement, the slowly spinning box slows the ai paddle movement, and the counterclockwise spinning box reverses the movement of the ball ("rewinding time").  There's no visual cue that the effects take place, just the power up sound effect.

 

Thanks for trying it out!



#65 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:19 AM

 

Heres my submission: http://andrew.pregent.ca/putt3.html

 

Chrome only, please! smile.png Didn't have time to make it cross browser so thats all I tested.

 

Notes for the judges:

  • I'm presuming the "moarpwr" option will count as a hard mode... its definitely more chaotic anyway...
  • Press Esc in the main menu to see the exit screen.
  • Press Esc during gameplay to see the pause screen.
  • Save functionality is implemented using cookies. Refresh the page, and note it will keep the current level.
  • The power-ups are the ascii characters that appear on the screen. There are 6 kinds in total, 4 of which deal with time.
  • The animated background changes at the bonus round (level 3).

 

 

 

I played yours first.  I like it, especially it's lack of advanced graphics--goes to show you don't have to show detailed brain matter and snot shooting out of noses from a 1000 yard head shot in order to have a good game.

 

I have two key complaints, and they're easily fixed.

--It didn't have any introduction or instructions.  For instance, any indication on the start screen of what the game would be.  No way without reading your post of the power-ups or what they do, and stuff.  There's no indication that when the game starts, press up/down for difficulty/points-to-win, etc.  I'm sure most people would figure it out as easily as I did, but I would recommend making it totally idiot-proof, where even a dyslexic w/ Down Syndrome could figure it out.

 

--This is more of a personal peeve than anything, but I think I should be controlling the LEFT paddle! lmao

 

 

 

OH, and about compatibility, the only thing I noticed on my IE browser was that sound didn't play.  (Worked fine in Chrome).



#66 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:25 AM

Unfortunately I have been very busy at work lately and I have run out of time to work on my game.

 

My (half finished) entry is here: http://www.donaldsmay.com/projects/DestroyerOfGalaxies.zip

 

It does not meet the requirements, but at least there is something to show for it smile.png .

 

I had fun though and I look forward to playing everyone's games!

 

Like you said, it's half-finished, but it has the basic "pong" functionality.  I liked the graphics, the BG music and the overall theme and visual appeal.  Wish you would've gotten it finished; I think it'd be a good game.  Especially if you haven't made a full game before--keep it up!



#67 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:32 AM

Too bad i didn't had the time to finish the game, i only got the basic to work, here it is.

 

Instructions are in the Readme.txt file.

 

 

I've played yours now, and overall it looks like a good, basic version of pong like you said.  Graphics are pretty basic, but it has a clear interface, etc. 

 

 

My two suggestions for you (besides just go ahead and finish the game)

--Perhaps make the ball start in a random direction.  As of now, the initial bounce is always in the same direction (about 10 o'clock)

--Maybe slow the ball down to about 75% of it's current speed, maybe gradually work up to the speed it is now.

 

Good job!



#68 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:47 AM

Here is what I have so far.  Needs lots of work. Only 4 hours left "o NO!"

Should work on windows with .net 3.5 and managed dirextx 1.0.2902.0.

 

http://crow007.com/PongOut.zip 

 

 

 

 

Lol, I played this one a few times.  Fun and frustrating (at higher levels)

 

I liked it was more than just basic pong but still kept the pong-esque feel to it.  Very nice.  Multiple ball option was pretty intense.

 

I've got a few more suggestions for you than the ones I've played so far, but your game was more advanced and more finished than most:

--Power ups, lol! (I know you didn't have it completely finished, but I would suggest finishing it with a couple power ups)

--A win/lose screen.  The game does keep a running tally of your and the opponents score, but after adding the total score, returns to the main menu with no win/lose info.  I even skipped to Round 10 to make sure I didn't have to win the toughest round.  It tallied the score, then sent me back to the menu.  I noticed one bug here.  Whenever you win a level, it automatically moves your "Start Round ->" option to the next highest round.  At the max level, 10, it does this and sets it to 11, even though if I adjust this option, it only lets me select lvl 1 through 10 again.

--Two bugs at Round 10.  And this is just due to the speed effecting collision detection.  I had one of my balls (hee hee) bounce through the wall, off the screen, and just near the end, the AI paddle did as well, leaving me with one ball (another hee hee) and no enemy, just some "break out" blocks to get rid of and win.

 

 

 

All in all, you just need to add some polish to the game and fine tune.



#69 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 08:56 AM

It looks like Noctumus and his little team are off to ...

 

*shades on*

 

PONG Kong! YYYYEEEEAAAAAAHHHHHH! biggrin.png

 

https://dl.dropboxusercontent.com/u/11147293/putt/putt.zip [10.9 MB, Win7 (and XP I think)]

 

 

Lol, this was a damn good, fully finished game.  Much impressed.  Kudos on the "worm-hole" powerup idea!  My biggest (really only) suggestion is possibly slowing down that damn ball so I don't lose every time. O_o



#70 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 09:17 AM

Hey, Nocturnus pointed out that mine (the windows version?) may not be working. Again, it's incomplete anyhow, but I think this may fix it...

 

https://dl.dropboxusercontent.com/u/7949526/lucentbeam.putt.windows.2fix.zip

 

I'm completely new to C++ and SFML, and also haven't really packaged anything before. Hopefully it works smile.png

 

I liked your idea, the theme and visual appeal of your game, but the controls are a too glitchy for me to play it very long. The same buttons move you in opposite directions depending on where your minute hand is on the clock, meaning if I'm going one direction, then I suddenly need to go back the other direction, the controls have reversed, so when I switch to the other arrow key, I continue going in the original direction....  It's hard for me to explain better than that, but basically the same directional arrows push you clockwise, start to move you counter clockwise when you move your paddle past some invisible barrier...

 

 

Fix this, and I think you'd have a good game, but I can't play it with those controls.  Sorry.



#71 lucentbeam   Members   -  Reputation: 306

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Posted 01 November 2013 - 09:30 AM

Aspirer, did you try the mouse control? I think it's a bit more comfortable, if you're okay with the latency of paddle speed versus mouse speed.

 

The arrow key setup was actually not a glitch - it's very intentional on my part, though I definitely understand the frustrating aspect of the choice. If you leave the paddle in one of the hemispheres for a long time (rather than instantly changing direction), I found that fixing left/right to clockwise/counterclockwise can be just as confusing, so it was an attempt to keep the arrow keys as always "making sense."  On the other hand, what you experienced, switching keys for a rapid change in direction is also confusing if you change hemispheres. I didn't really have people to playtest, but from the little response I've got it sounds like the latter is more common. Really I should put in a time buffer after stopping the paddle so that it uses both methods.

 

In retrospect, I realized pretty quickly in that my design posed something of UX problem... I got a late start (halfway through the month), so I just kept on with it. Still not sure what the best control scheme would be..

 

 

EDIT: Also, right shift and left shift are fixed to clockwise/counterclockwise, if you want to try that method. Though, there is a weird bug where the first time you press one of them in the game, it doesn't register. From what I can tell, that's something strange with SFML.


Edited by lucentbeam, 01 November 2013 - 09:37 AM.


#72 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 09:42 AM

Hey I didn't realize about the time zone being a couple of hours ahead of me -- I won't push my latest changes to github as it sounds like we are now past the deadline.   My entry is posted above, with the link to the Github page, where you can check and see that no changes have been pushed since the deadline. Well, here's the link again, for easy reference, but it is included above, prior to the deadline:  StickBall on Github.

 

If you are on a PC, it requires Ruby to play. Installing Ruby on Windows is really easy, and install instructions are in the Readme (on github). We were able to compile for Mac to a .app, but I did not post the .app prior to the deadline. The .app is the exact same as the github version - it just makes it possible to try it out on a Mac without installing Ruby. Ruby Install instructions for Mac are also included in the Readme, but it's a little harder to install Ruby on a Mac than on a PC. So..... I'm not sure if the .app would be disqualified for deadline reasons, but here is the link in case it is of interest: StickBall Compiled for Mac. If I need to take the link to the Mac .app down for deadline reasons, please let me know.

 

Wow, it's been a whirlwind of activity coming down to the deadline. Glad I posted a few days ago to be on the safe side!! Well, I think the game turned out pretty decent. We added in lots of sounds and a fair amount of graphics effects and I think it looks pretty nice. Following is a screenshot of what it looked like a few days ago, prior to finishing touches. Best wishes to all. I'll be checking out everybody else's games in the next few days.

 

Oh and a big heads up about the power-up controls: Ctrl is used for the Bump Power-Up, and Shift is used to cast spells. No button is needed for the Kick power-up. The Kick Upgrade automatically increases the player's kick speed. There is a small mistake in the readme about the kick feature.

 

 

 

First thing I notices is "bundle install" doesn't work....  I have to install all three manually.  I have never downloaded/used Ruby, so I followed your directions to the letter, downloading the 1.9.3 (or whatever it is you offer a direct link to), then downloaded the *.zip file from github, "Open Command Prompt with Ruby", go to the game directory, and bundle install fails...

 

 

And now, as I'm writing this, the manual install failed on the Ashton gem...  Here's a screenshot...

 

I don't know what development tools it's requesting (I made sure all three options were selected when I installed Ruby...)

Attached Thumbnails

  • Fail.JPG


#73 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 09:51 AM

Aspirer, did you try the mouse control? I think it's a bit more comfortable, if you're okay with the latency of paddle speed versus mouse speed.

 

The arrow key setup was actually not a glitch - it's very intentional on my part, though I definitely understand the frustrating aspect of the choice. If you leave the paddle in one of the hemispheres for a long time (rather than instantly changing direction), I found that fixing left/right to clockwise/counterclockwise can be just as confusing, so it was an attempt to keep the arrow keys as always "making sense."  On the other hand, what you experienced, switching keys for a rapid change in direction is also confusing if you change hemispheres. I didn't really have people to playtest, but from the little response I've got it sounds like the latter is more common. Really I should put in a time buffer after stopping the paddle so that it uses both methods.

 

In retrospect, I realized pretty quickly in that my design posed something of UX problem... I got a late start (halfway through the month), so I just kept on with it. Still not sure what the best control scheme would be..

 

 

EDIT: Also, right shift and left shift are fixed to clockwise/counterclockwise, if you want to try that method. Though, there is a weird bug where the first time you press one of them in the game, it doesn't register. From what I can tell, that's something strange with SFML.

 

Oh wow, that is *MUCH* better!  I actually almost won using that. lol 

 

I understand what you're doing with the arrow controls now that you explained it a bit, That does make sense.  I guess it's basically "Left arrow moves toward 9 oclock, right moves toward 3". 

 

I'm going to play another time or two and see if I can view the win screen a bit.

 

My only suggestion, knowing these controls, is perhaps not using Shift (I popped up the "Sticky keys" prompt a couple times. :-P)



#74 ml_   Members   -  Reputation: 280

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Posted 01 November 2013 - 02:05 PM

 

First thing I notices is "bundle install" doesn't work....  I have to install all three manually.  I have never downloaded/used Ruby, so I followed your directions to the letter, downloading the 1.9.3 (or whatever it is you offer a direct link to), then downloaded the *.zip file from github, "Open Command Prompt with Ruby", go to the game directory, and bundle install fails...

 

And now, as I'm writing this, the manual install failed on the Ashton gem...  Here's a screenshot...

 

I don't know what development tools it's requesting (I made sure all three options were selected when I installed Ruby...)

 

 

Hey thanks for checking it out!

 

Dang! I wondered if ashton might end up causing problems. In defense of Ruby and bundler, it probably would have all worked perfectly without ashton, which can sometimes cause technical glitches on certain machines.

 

It can really easily to be made to work on your system, but it would require a couple of manual changes to the code. I would push to github with ashton taken out, but it's after the deadline, and the github repo is my submission, so I can't really go back and change it after the fact...... hm.....

 

What I'll do is, I'll make a clone repo (without ashton), and I'll post the link here, so you can check it out.....

 

https://github.com/MattLemmon/StickBallClone

 

There it is.

 

If you want to save yourself the time of re-downloading all the media files, just replace the following four files:

 

Gemfile

main.rb

/rb/beginning.rb

/rb/field.rb

 

That should get it to work fine. After you've made these changes, just cd into StickBall and execute `bundle install` and then `ruby main.rb`.  I hope you enjoy trying it out. I will look forward to trying out your game this evening. Best wishes!

 

BTW, I posted previously on the PUTT Techincal Q&A in order to try to identify these compatibility issues prior to the deadline, but this is the first I've heard back about it. Well, we all do what we can. I'm 99.6% sure it will work for you with the changes above. Thanks again for trying it out!

 

BTW: Another way around the barn might be to install the Ruby dev-tools. There is a good description of how to do this in the Readme and Install documentation of wintertime's game:

 

It is recommended to install the DevKit package. The game might run without you having the DevKit installed, but I did not test it, and you would get an incomplete Ruby installation, which is not able to compile native Ruby Gems. You should visit https://github.com/oneclick/rubyinstaller/wiki/Development-Kit to read more documentation on the DevKit if you any get problems installing it. Start the DevKit package to let it unpack into an appropriate place like C:\DevKit and open a console window (DOS window).
Lines starting with "> " show commands to be typed into the console window, without the "> ". Type in:
> c:
> cd \DevKit
> ruby dk.rb init
This is optional to check if it automatically detected the Ruby installation:
> ruby dk.rb review
If you typed the optional command read the output and compare it to the directory where you installed Ruby. If it did not or it also detected another Ruby installation you already had on your computer, open the file config.yml inside the DevKit directory with a text editor, but do not close the console window, edit the list of directories to only list the one you just installed Ruby in ( C:/Ruby193 if you did not change it ).
Now type into the console window:
> ruby dk.rb install
The DevKit is then connected to Ruby.

 

 

 

just make the following manual changes:

1 - In main.rb:4

#require 'ashton'

2 - In rb/field.rb:16

#@mist = Ashton::Shader.new fragment: ......

3 - In rb/field.rb:747
#@mist.time = Gosu.milliseconds/1000.0
4 - in Gemfile:  (if you want bundle install to work)

#gem "ashton"

Just comment out or delete all of the stuff listed above, and that should get it to work, BUT, the frame speed will probably be off after removing ashton, so you should also:

5 - copy and paste over the entire contents of the `field.rb` file, using the version from StickBallClone:

https://github.com/MattLemmon/StickBallClone/blob/master/rb/field.rb

6 - also replace the entire contents of `beginning.rb`:

https://github.com/MattLemmon/StickBallClone/blob/master/rb/beginning.rb


Edited by ml_, 01 November 2013 - 03:18 PM.


#75 lucentbeam   Members   -  Reputation: 306

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Posted 01 November 2013 - 02:07 PM

 

My only suggestion, knowing these controls, is perhaps not using Shift (I popped up the "Sticky keys" prompt a couple times. :-P)

 

 

 

Ahh - sticky keys! I forgot all about that dumb thing. I'm usually around my Mac, and so ended up doing 95% of my development on it (which is also why the windows binary isn't the most up-to-date version of the game).



#76 wintertime   Members   -  Reputation: 1644

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Posted 01 November 2013 - 03:41 PM

Yes, I was about to say people need to install the DevKit to get the game from ml_ working, then I saw he quoted me from my docs already.

 

I would like to clarify my game runs with a Ruby without the DevKit. The above is from the 0.3 docs, I edited it in the final 1.0 docs to show it runs without the DevKit, since I tested it by installing an older 1.9.3-p194 package without it and also had a friend test it without DevKit on 1.9.3-p448.

 

Oh and please dont be scared of installing Ruby! It is a professionally looking installer, which is as simple to use as the installers of commercial games you installed.


Edited by wintertime, 01 November 2013 - 03:57 PM.


#77 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 04:41 PM

Yes, I was about to say people need to install the DevKit to get the game from ml_ working, then I saw he quoted me from my docs already.

 

I would like to clarify my game runs with a Ruby without the DevKit. The above is from the 0.3 docs, I edited it in the final 1.0 docs to show it runs without the DevKit, since I tested it by installing an older 1.9.3-p194 package without it and also had a friend test it without DevKit on 1.9.3-p448.

 

Oh and please dont be scared of installing Ruby! It is a professionally looking installer, which is as simple to use as the installers of commercial games you installed.

I did try yours out, it ran smooth enough for me.  I didn't test it for win/loss conditions (had to go grind up some deer into burger, lol), but what I did test worked fine. 

 

I would offer a couple suggestions, and these are just my opinions:

--The start menu is a little hard on the eyes, maybe tone it down a bit, smaller fonts, etc.  It just seems to all run into and over one another.

--I would've liked the power ups or the ball/paddles to be bigger--it was a small task in itself to hit one of the power-ups.

 

Like I said, not so much error as just suggestions that would make me personally enjoy it a bit more.  Good game!



#78 Aspirer   Members   -  Reputation: 544

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Posted 01 November 2013 - 04:58 PM

::MIPPY::

Sorry, I forgot your game earlier (your link was on page 2, and I only checked 3 happy.png)

 

Your game was definitely entertaining.  Liked the "Hot balls!" message.  Pretty complete game.

 

My only one suggestion:

--You need a third power-up. (EDIT:  Clarifying, a third "time" based power up)


Edited by Aspirer, 01 November 2013 - 05:01 PM.


#79 crow007   Members   -  Reputation: 202

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Posted 01 November 2013 - 10:45 PM

Where is the feedback from the Judges? Anyone?

#80 Noctumus   Members   -  Reputation: 269

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Posted 01 November 2013 - 10:54 PM

 

It looks like Noctumus and his little team are off to ...

 

*shades on*

 

PONG Kong! YYYYEEEEAAAAAAHHHHHH! biggrin.png

 

https://dl.dropboxusercontent.com/u/11147293/putt/putt.zip [10.9 MB, Win7 (and XP I think)]

 

 

Lol, this was a damn good, fully finished game.  Much impressed.  Kudos on the "worm-hole" powerup idea!  My biggest (really only) suggestion is possibly slowing down that damn ball so I don't lose every time. O_o

 

 

Lol! Thanks a lot for your kind feedback! smile.png






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