• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Creating a "Frozen Bubble" clone

1 post in this topic

[source lang="jscript"][/source]
I've got most of the logic worked out, actually all of it.. minus bubble collisions. You can see the illustrated problem, here: [media]http://www.youtube.com/watch?v=klNASKFTw8s&feature=youtu.be[/media]

Ideally, it should stick to the bubble, probably taking the angle into account. I can see my approach is all wrong as it fails in many interesting ways. (Use BoudingSpheres instead of Rectangles is probably a good start)

The game in question be cloned can be found here: [url="http://www.ventoline.com/frozenbubble/"]http://www.ventoline.com/frozenbubble/[/url]

I've got the following code started:

[source lang="jscript"]//Counstruct our bounding rectangle for use
var nX = currentBall.x + ballvX * gameTime;
var nY = currentBall.y - ballvY * gameTime;
var movingRect = new BoundingRectangle(nX, nY, 32, 32);
var able = false;

//Iterate over the cells and draw our bubbles
for (var x = 0; x < 8; x++) {
for (var y = 0; y < 12; y++) {
//Get the bubble at this layout
var bubble = bubbleLayout[x][y];
var rowHeight = 27;

//If this slot isn't empty, draw
if (bubble != null) {
var bx = 0, by = 0;

if (y % 2 == 0) {

bx = x * 32 + 270;
by = y * 32 + 45;

} else {
bx = x * 32 + 270 + 16;
by = y * 32 + 45;

var targetBox = new BoundingRectangle(bx, by, 32, 32);
if (targetBox.intersects(movingRect)) {
able = true;




cellY = Math.round((currentBall.y - 45) / 32);

if (cellY % 2 == 0)
cellX = Math.round((currentBall.x - 270) / 32);
cellX = Math.round((currentBall.x - 270 - 16) / 32);
//Check the bubble layout
if (cellY == 0 || able) {

//TODO: Finish game losing conditions
if (cellY == 9) {
// cellY++;

//Safety check
//if(cellX == rCellX && cellY == rCellY && cellY > 0)
// return;

//Assign the grid
bubbleLayout[cellX][cellY] = currentBall;
ballvX = 0;
ballvY = 0;[/source]

Could anyone point me in the right direction? Edited by Vaughands

Share this post

Link to post
Share on other sites
I'm working on a Frozen Bubble/Puzzle Bobble clone as well, and I already have the basic game logic down pat. Now I'm just in the phase of checking for more bugs, adding different game modes, etc. Did you happen to look at the source code of Frozen Bubble for clues? There are ports available that are open source, like the Android one on Google Code. Although I know of these, I chose not to port the code and instead start from scratch to challenge myself.

The next step I took after I was able to put the bubbles in a grid is to make the bubble to be fired an object separate from the grid/array of bubbles. It seems that your movingRect does this, or at least visually represents the fired bubble. The bug seems to be when you touch one of the same color, since only the non-matching bubbles are sticking.

On each update you need to do some screen picking of the moving bubble to any bubble space on the grid and find the closest space that "snaps" closest to it. This is what my picking function looks like (in C#)

[source lang="csharp"]
public void Pick()
// Get the radius of the hexagon surrounding the bubble
// bubbleSize is diameter
int offset = bubbleSize / 2;
int row = (int)((currentBubble.position.Y + offset - position.Y) / bubbleRowHeight);
int col = (int)(currentBubble.position.X - position.X + (1 - row % 2) * offset) / bubbleSize;

// clamp rows to limit number range
row = (int)MathHelper.Clamp(row, 0, MAX_ROWS - 1);
col = (int)MathHelper.Clamp(col, 0, MAX_COLS[row % 2] - 1);
picked = bubbles[row][col];

Note that my picking function is sort of crude- bubbles in such an arrangement follow a hexagon grid, and so for best accuracy, pick in a hex grid, but mine is an approximation and not true hexagon picking. It's still pretty accurate, so I chose to save some time coding here.

So first, you move the bubble, then you pick the closest spot on the grid. From the picked spot, inspect its neighboring spaces to see if there's at least one bubble there. If there is, save the picked spot for later use- we have a bubble to stick to. If you do the steps in this order, the picked spot is guaranteed to be empty because you cannot collide into a bubble before you "collide" with an empty space next to the bubble.

In order for the bubble sticking to look natural and not have it "jump" to the picked spot, keep moving the bubble until it actually collides with an exiting bubble. I use circle-circle collision testing, so it's necessary for the bubbles to information on their true location on the screen and not just information on its row and column. When a collision is found, then replace the empty picked space that we saved with the moving bubble (I just copy its color ID- in my code, 0 means empty). Reset the moving bubble and start again. Edited by CC Ricers

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0