I’ve just released my OpenGL game. Release version
On level 5(I think it was level 5), I got the ball bouncing in such a way that it would hit a metal brick, hit the wall, bounce down and hit a wall right before the paddle, then hit the edge of the paddle and repeat this same pattern over and over. No matter where I moved the paddle, it would always hit the edge of it and repeat the path over and over, so I had to lose a life in order to continue. I have a screenshot of the ball at each end of the path if u want them, though I'm not sure how much they would help.
"The Requested Information Is Unknown Or Classified" -Anonymous
[edited by - Extrarius on August 16, 2002 11:50:24 PM]
"The Requested Information Is Unknown Or Classified" -Anonymous
[edited by - Extrarius on August 16, 2002 11:50:24 PM]
Hi again. This time I have a suggestion about the game in general. If you are going to have as many levels as you say you will, I suggest you add a level password feature. This way, if someone beats 10+ levels and dies, they won''t go completely insane. Just give a password each time a person completes a level, and allow them to enter this password to return to that point in the game. Just a thought... It came to me when I died.
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Here''s a bug I really can''t nail down for you It''s more of a physics problem than anything. Most of the time, regardless of where you hit the bricks, the ball comes back down. It doesn''t happen everytime, but the majority of the time it seems to. I''ve watched it hit the full side of the brick but still come back down at me.
Also, the perspective can make it hard to tell exactly where the ball is coming back down at. I can see why you chose it to allow you to see more of the board, but it can make it difficult to see the balls exact position.
All in all, great game. Strong DX-Ball feeling. And I like that
Always remember, you''''re unique. Just like everyone else.
Also, the perspective can make it hard to tell exactly where the ball is coming back down at. I can see why you chose it to allow you to see more of the board, but it can make it difficult to see the balls exact position.
All in all, great game. Strong DX-Ball feeling. And I like that
Always remember, you''''re unique. Just like everyone else.
Well, I''m outta here for the evening. Perhaps I''ll be back with more tomorrow.
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
1) Extrarius:
"I got the ball bouncing in such a way that it would hit a metal brick, hit the wall, bounce down and hit a wall right before the paddle, then hit the edge of the paddle and repeat this same pattern over and over..."
I noticed this problem as well. Will be fixed in the next version.
2) ATronic:
"This time I have a suggestion about the game in general. If you are going to have as many levels as you say you will, I suggest you add a level password feature..."
Yes, full version of the game already has 4 worlds and 80 levels (Every world includes 20 levels). So when you complete 1 world (20 levels) you will be teleported to the next world (e.g into Orbital Station world). Then you can even exit from game but the game remembers how much worlds did you open before. And next time when you start the game you will have 2 opened worlds (Dragon Fortress & Orbital Station) and so on. But I am going to tell you very big secret: game has cheat mode
BTW thanks for lot of grammar errors / misspellings.
3)Greven:
I do not understand exactly where the bug is? It sounds like common thing in Breakout / Arcanoid games. Am I wrong?
"I got the ball bouncing in such a way that it would hit a metal brick, hit the wall, bounce down and hit a wall right before the paddle, then hit the edge of the paddle and repeat this same pattern over and over..."
I noticed this problem as well. Will be fixed in the next version.
2) ATronic:
"This time I have a suggestion about the game in general. If you are going to have as many levels as you say you will, I suggest you add a level password feature..."
Yes, full version of the game already has 4 worlds and 80 levels (Every world includes 20 levels). So when you complete 1 world (20 levels) you will be teleported to the next world (e.g into Orbital Station world). Then you can even exit from game but the game remembers how much worlds did you open before. And next time when you start the game you will have 2 opened worlds (Dragon Fortress & Orbital Station) and so on. But I am going to tell you very big secret: game has cheat mode
BTW thanks for lot of grammar errors / misspellings.
3)Greven:
I do not understand exactly where the bug is? It sounds like common thing in Breakout / Arcanoid games. Am I wrong?
quote:Original post by Sergei Eliseev
3)Greven:
I do not understand exactly where the bug is? It sounds like common thing in Breakout / Arcanoid games. Am I wrong?
I think you might be... In my experience if you hit a block on the corner and there is a block above where you hit, there shouldn't be an adjustment to the vertical movement. Here's a bad ascii drawing to complicate things:
+--+
|..|
|..|
+--+*
+--+
|..|
|..|
+--+
* = the ball
when it hits here, you make it go back down instead of continuing up. Just seems like corner collisions are doing both a horizontal and vertical collision. And sometimes that is not the case and shouldn't be done...
I think if you look at problem #1 from Extrarius it uses this problem I describe. There is only one bounce from a corner. This isn't the way things would bounce. Sure, it might be kind of a petty thing to complain about, it's just that I found the bounce effect I describe kind of irritating.
Always remember, you''re unique. Just like everyone else.
[edited by - Greven on August 17, 2002 2:56:06 AM]
Awesome fun game, i know I''ll play it for a long time.
A comment:
I''m running the game in an Intel Celleron 466, 256MB ram, NVidia TNT2(64MB) and it runs quite slow in 640x480x16, less than 20fps. I actually can run DeusEx/Unreal/Quake in 1024x768x32 with a very superior frame rate.
You say the commercial version has a different 3D engine. I think it could be better using this new 3D engine in your demo. Just an idea.
Excellent gameplay, excelent graphics, excelent music, I''ll probably buy it if I see it in a store.
Search and you''ll find, ask and you''ll receive.
A comment:
I''m running the game in an Intel Celleron 466, 256MB ram, NVidia TNT2(64MB) and it runs quite slow in 640x480x16, less than 20fps. I actually can run DeusEx/Unreal/Quake in 1024x768x32 with a very superior frame rate.
You say the commercial version has a different 3D engine. I think it could be better using this new 3D engine in your demo. Just an idea.
Excellent gameplay, excelent graphics, excelent music, I''ll probably buy it if I see it in a store.
Search and you''ll find, ask and you''ll receive.
xaxa:
"it runs quite slow in 640x480x16, less than 20fps..."
If you'd like to see fps counter in the games just open file config.cfg (it located in the game directory) and set variable:
setdebug fpsCounter 1
Next time when you start the game you'll see a fps counter.
BTW I can suggest to download latest drivers for video and sound card.
Full version of the game has the same engine as the demo, sorry.
[edited by - Sergei Eliseev on August 17, 2002 3:59:19 AM]
"it runs quite slow in 640x480x16, less than 20fps..."
If you'd like to see fps counter in the games just open file config.cfg (it located in the game directory) and set variable:
setdebug fpsCounter 1
Next time when you start the game you'll see a fps counter.
BTW I can suggest to download latest drivers for video and sound card.
Full version of the game has the same engine as the demo, sorry.
[edited by - Sergei Eliseev on August 17, 2002 3:59:19 AM]
I do have the lastest Detonator drivers for the nvidia. I have sb16 with lastest drivers also.(I didnt know soundcard could slow down fps... any way this is not the case)
I activated the fps counter, and yes, it runs 18.75fps in 640x480x16.
I think this is important, many people under 500MHZ would not be able to play your game smoothly.
Cool game anyway
[edited by - xaxa on August 17, 2002 6:34:40 AM]
I activated the fps counter, and yes, it runs 18.75fps in 640x480x16.
I think this is important, many people under 500MHZ would not be able to play your game smoothly.
Cool game anyway
[edited by - xaxa on August 17, 2002 6:34:40 AM]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement