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Alpha_ProgDes

PUTT Updates and Finals Thread

95 posts in this topic

I've been trying to do as much as possible... I never stopped to think that I'd be spending most of my October free time out in a tree stand... ^_^

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@staunsholm - That's a nice screenshot. Do the ice paddles melt as time passes?

Very nice suggestion

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[attachment=18467:winter-pong1.jpg]

Finally I figured out where the hidden button to attach a screenshot is.tongue.png

OriginallyI had planned the background to be used only for the menus, but I like how it looks ingame and am not sure about making another?

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[sharedmedia=core:attachments:18468]

 

A small clip showing my buggy gameplay.

 

Basic controls are finished, a primitive (we're talking pre-dating cavemen "primitive") ai for the paddle... some obviously flawed collision detection and equally flawed physics. 

 

Go me!

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I'm completely lost when it comes to how i want to implement the powerups. So in the meantime, i'm working on the save/load functionality. Let's see if i can post an updated video later today.

 

Edit: Save/load done! Well back to square one. Still clueless concerning powerups :p

Edited by Zomgbie
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Don't overthink it. KISS method, bro.

Speeding/slowing the ball or paddles involves time.

;) that should get you started on one or two.
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Thanks for the tips! I know exactly what i want the powerups to be, i just don't know how i want to add them to the gameplay. Like for example, at a random interval a little box spawns on the gamefield, the player that hits it with the ball activates the powerup. But this just feels bland and boring to me. I want something a little more exciting! ^^ But we'll see, i'm not the brightest when it comes to ideas...

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A small clip showing my buggy gameplay.

 

Basic controls are finished, a primitive (we're talking pre-dating cavemen "primitive") ai for the paddle... some obviously flawed collision detection and equally flawed physics. 

 

Go me!

 

 

I can't download the clip, post screenshots instead :)

 

 

attachicon.gifwinter-pong1.jpg

Finally I figured out where the hidden button to attach a screenshot is.tongue.png

OriginallyI had planned the background to be used only for the menus, but I like how it looks ingame and am not sure about making another?

Nice winter theme! The blue number in the upper right corner is a bit hard to read. Perhaps photoshopping in some more snow there could help?

 

 

Thanks for the tips! I know exactly what i want the powerups to be, i just don't know how i want to add them to the gameplay. Like for example, at a random interval a little box spawns on the gamefield, the player that hits it with the ball activates the powerup. But this just feels bland and boring to me. I want something a little more exciting! ^^ But we'll see, i'm not the brightest when it comes to ideas...

I ended up applying two powerups by players purchasing them with score-points. I also have a lot of moving rectangles that can apply them. A third option is to apply them at different timed events: lets say you have a timer and when its 10 seconds left you add more speed or make the ball smaller or something. 

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attachicon.gifwinter-pong1.jpg
Finally I figured out where the hidden button to attach a screenshot is.tongue.png
OriginallyI had planned the background to be used only for the menus, but I like how it looks ingame and am not sure about making another?

Nice winter theme! The blue number in the upper right corner is a bit hard to read. Perhaps photoshopping in some more snow there could help?

 

Thank you for the feedback.
Did you click the picture to view it full size? Its jpg encoded and then the forum reduces the size to half when viewed inline.

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One of my friends offered to help out with the graphics, but she doesn't have a GDNet account. Would it be ok if I just include her in the credits?

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I want to post my game tomorrow but I want to know if this meets the time requirement: if a players brick gets hit behinde them they get frozzen for a time penelty and cant move
which give the other player time to kick ass at breakout. What do you think?
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(UPDATED ON 11/5)

 

My team's basic plan has been to incorporate as many features as possible from the Is Your Game Juicy? video -- features like screen shakes, wobble effects, and particles -- in the spirit of "There is no such thing as too many particles".

 

We added in a referee, "to keep things fair". When the ball hits the referee, he drops items. When a player collects five stars, he gets a power up. In addition to the three basic time/speed power-ups, the player can also collect spells which are dropped from the referee. There are two spells -- mist and stun. The spells are cast using Right Shift and Left Shift.

 

We are writing our game in Ruby, using the Gosu gem. We are going to try to compile to .exe and .app prior to the competition deadline. The final version submitted for the competition is available at:

https://github.com/MattLemmon/StickBall

There are detailed Install Instructions in the Readme, including How to Install Ruby.

 

 

A compiled executable for Windows is also available, although it was not complete prior to the competition deadline:

StickBallClone-master.zip

To play, download, unzip, go into the StickBallClone-master folder, and double-click on main.exe. Hope you like it. Here are some screenshots:

 

StickBall-ImprovedGUI.png

 

OnOurWay.png

Edited by ml_
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I just packaged my game Winter-Pong for you!

 

It is a slightly incomplete version and I only tested it myself. I would appreciate it enormously if you try it out and tell me if you got it working on your computer, to give me some peace of mind.

Please tell me about any installation problems, bugs, documentation mistakes. I am also interested in hearing how you like the game, if the sound volume is ok and how you like the game balancing.

 

The page I wanted to upload it to is not taking any more new files and I had to improvise a bit. [snip]

Installation instructions are included, you will need to download Ruby 1.9.3 and possibly the DevKit 4.5.2 also from http://rubyinstaller.org/. More instructions are in the technical questions thread and the readme.txt and install.txt inside the game package.

 

Edit: Please use the link https://www.dropbox.com/s/g7ykbg55jj4w4vn/winter-pong-0.3.zip from the posting below now!

Edited by wintertime
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Just to be clear: "12:00AM UTC November 1, 2013" means "00:00 UTC November 1, 2013" in 24 hour time right? (as in 17 hours and 28 minutes from now)

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I guess so. I would have prefered a modern time representation like 2013-10-31 23:59:59 UTC without the midnight/noon ambiguity.

 

Please excuse us in the US for being behind the times :P

 

But yes, 00:00 == 12:00AM == Midnight. UTC.

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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.

 

Pong.jpg

Edited by Vortez
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This is my entry for the contest, version 1.0 of Winter-Pong.

Please try it out!

 

I did not include save functionality, because I did not feel it would improve the game. Instead I put some effort into other things that would add to it; like having smooth, balanced gameplay and adjustable sound. All other mandatory and optional features are implemented at least in some way, although I had to prioritize some.

 

The game package is at https://www.dropbox.com/s/rc08imb7d7mltlr/winter-pong-1.0.zip.

 

For installation on Windows you will need Ruby 1.9.3 from http://rubyinstaller.org/. Install it into a directory without spaces and select the options to add it to the path and associate rb and rbw file extensions with it. Then start install-rbSFML.bat from the unziped game package. If you tested the 0.3 version you will not need to repeat these steps.

Double-click one of the rbw files to start the game.

The game should be compatible to other OS, but I could not test this and you will have to do some work to install MRI Ruby, SFML and rbSFML.

Detailed instructions are also inside the package.

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