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#81crow007  Members

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Posted 01 November 2013 - 10:55 PM

aspirer,
Thanks for playing my game. I have alot of ideas for powerups but ran out of time. I was thinking of having the puck be able to catch balls into a quiver and releasing balls at will to confuse your opponent.

It was fun anyway. Im going to look for more contests and see what else I can come up with. Maybe we can team up on something together.

-Crow

#82Aspirer  Members

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Posted 02 November 2013 - 08:30 AM

aspirer,
Thanks for playing my game. I have alot of ideas for powerups but ran out of time. I was thinking of having the puck be able to catch balls into a quiver and releasing balls at will to confuse your opponent.

It was fun anyway. Im going to look for more contests and see what else I can come up with. Maybe we can team up on something together.

-Crow

Not a problem.  Happy to do a team project, too.  Any time.

#83lucentbeam  Members

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Posted 02 November 2013 - 08:33 AM

So apparently I left the readme out of the last windows package I made. I guess I was in too much of a rush. Combined with my bad control scheme, that's sort of a problem! Sorry, everyone... Here it is, incase you're trying to play my game and getting frustrated with it:

#84mippy  Members

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Posted 02 November 2013 - 09:48 AM

::MIPPY::

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

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)

Hm, I have speed up (hot balls) speed down (slomo) and more time buff (A?), but perhaps something bugged out :/

#85Aspirer  Members

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Posted 02 November 2013 - 10:16 AM

Oh, crap...  No, I forgot about the time buffers!  Remove that suggestion, lmao.

#86ml_  Members

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Posted 02 November 2013 - 03:05 PM

Thanks to Aspirer for taking the time to check out everyone's games and share thoughts (btw, any luck getting StickBall to work?...).

I've spent some time yesterday and today checking out people's games.

So far I'm really impressed. I am interested to know what kinds of programming languages and development libraries different people are using.

I"m especially interested to know about the ones which run in an internet browser (the ones by Mippy, Staunsholm, and Segmented), because my long term programming goal is to learn how to make games that run in a browser window. I'm really curious to have a look at the code for Segmented and Mippy's submissions. Thanks to Staunsholm for posting code on github (sidenote: WebGL is not activated on my browser, so I'm still working on checking out the Staunsholm submission completely).

I am on Linux OS, and therefore I haven't been able to try out all of the games yet, and some of them I could only try out partially (using glitchy Wine emulator). I will get access to a PC and spend some more time trying out the PUTT games during the next few days.

Here are some of my favorite details so far:

Before and After of Highway Pong. It's nice to be able to compare the two versions and see the differences.

Segmented's submission:  The graphics are just plain awesome. I discovered that I could Pause during gameplay by pressing Escape, so I paused it a bunch of times while the ball was hitting the walls, to watch the bounce effect in slow motion. Very awesome. I would really like to be able to learn how you did this.

Zomgbie's project: I am curious to know how things turned out, even if it is not totally finished.

Aspirer's submission: Opening Credits are a really nice touch. The power-up cube appears to be created with GL?... nice effect.

Noctumus: Really good overall.

WinterTime: Excellent Readme and Install documentation. (I'm still working on getting the game installed on Linux....)

I'll check the games out some more in the coming days. Thanks to everyone for sharing your games. Thanks to WinterTime and Staunsholm for sharing their source code, and thanks in advance to anyone else who wants to share their source code.

Edited by ml_, 02 November 2013 - 03:35 PM.

#87mippy  Members

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Posted 02 November 2013 - 04:05 PM

Concerning Highway Pong - I did not use any libraries at all, just plain javascript and html/css. I tried using PreloadJS but failed in it's implementation... A google webfont was used to spice it up a little. If you are serious about making web games it's recommended to use one or several libraries. I wanted to do that at first but learning a library takes time, which I did not have in this case... Pong is such a simple game that no libraries should be needed.

Edited by mippy, 02 November 2013 - 04:07 PM.

#88Aspirer  Members

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Posted 02 November 2013 - 04:13 PM

(btw, any luck getting StickBall to work?...).

Aspirer's submission: Opening Credits are a really nice touch. The power-up cube appears to be created with GL?... nice effect.

Unfortunately, no, I'm still trying to work on it.  Thanks for the comments! 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.

#89wintertime  Members

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Posted 02 November 2013 - 05:24 PM

It just came to my mind I had only put a very old screenshot up. I now made one from the final version. Thanks to the people who tried my game out anyway, I hope some more will do now.

(Click for full size.)

#90Noctumus  Members

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Posted 03 November 2013 - 12:22 AM

I am interested to know what kinds of programming languages and development libraries different people are using.

Mine is written in C++ and uses BASS for playing mp3 files.

Before and After of Highway Pong. It's nice to be able to compare the two versions and see the differences.

If you wanna see a couple of early versions of my own game:

https://dl.dropboxusercontent.com/u/11147293/putt/putt_day_12.zip (day 12, click left mouse button to close the program)
https://dl.dropboxusercontent.com/u/11147293/putt/putt_day_18.zip (day 18, click any key to close the program)

Noctumus: Really good overall.

Thanks!

#91ml_  Members

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Posted 03 November 2013 - 04:04 PM

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...

Edited by ml_, 05 November 2013 - 02:11 PM.

#92Aspirer  Members

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Posted 04 November 2013 - 07:11 AM

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.

#93lucentbeam  Members

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Posted 04 November 2013 - 10:56 PM

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.

#94ml_  Members

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Posted 04 November 2013 - 11:04 PM

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.

Edited by ml_, 04 November 2013 - 11:06 PM.

#95ml_  Members

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Posted 05 November 2013 - 12:17 AM

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.

Edited by ml_, 05 November 2013 - 12:30 AM.

#96ml_  Members

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Posted 07 November 2013 - 03:53 PM

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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