Original Post

Heh, well I forgot whether we were doing a 6 month competition or a GiaD (Game in a day)… but around 1AM (6AM compo time) I decided I should make SOMETHING, so I decided to start on this before bed. I “finished” writing the rest of it this afternoon. I only tested it in emulators, so it probably doesn’t run (well?) on hardware. Excuse the mess πŸ™‚ .

DogP

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Ok I tried it with red dragon emulator and maybe its supposed to be like that but when I move the ball its like he zooms to one side so its hard to land without dying

Hard to explain but its like if I would be playing Bound High and when I press one side he would zoom and land on the other side of the screen

The controls have momentum, so you want to just tap the direction you want to move, unless you need to go all the way across the screen. This is unlike Bound High where you hold the button while you want to go that direction.

I guess how I’d describe the game is Bound High meets Ice Climber. You can make your own levels by changing level1.h and recompiling… it can be as long as you want it to be (this one is only 200 lines, and relatively easy). 1 is a platform, 0 is space.

DogP

DogP wrote:

I guess how I’d describe the game is Bound High meets Ice Climber.

That is a very apt description πŸ™‚

Not bad for a few hours work!

Your level may be easy relative to your skill-level (Mr. Basement Arcade :-P) but it’s at least “moderately challenging” for mine πŸ˜› Perfectly elastic wall collisions? Really? πŸ˜‰

Suggestion for improvement: Do real circle/rectangle collision and response for more accurate collision detection. Think Box2D- or Chipmunk-based games like “Red Remover” or “Cover Orange”.

Pretty impressive for a few hours of work. I think the main problem with it right now is collision detection, I can’t tell you how many times I’ve gotten near the top and randomly phased through one of the platforms.

You know, maybe we actually _should_ have a 48 hour VB coding comp sometime. A “Ludum Dare Puero Fere” if you will. πŸ˜€ (Just make sure it’s during the summer.)

…..And what is this about a basement arcade?

Heh, thanks for the comments. I actually like the perfectly elastic collisions, but I did want to implement horizontal drag… but didn’t get there. I also planned for better collision detection… right now the detection is for straight up bounces. I wanted to add pong paddle-like collision with the platforms when you landed on the edges. But, the time wasn’t there for much of what I wanted.

I also planned on having a foreground and background to jump between, but that would have required some smart level design for making that useful, as well as making the graphics so you could actually see blocks in the foreground and background at the same time.

Had I planned to do the game in a day, I would have adjusted my sleep schedule… though I guess had a I PLANNED on making this, I wouldn’t have waited until the last day πŸ˜‰ .

DogP

Fwirt wrote:
Pretty impressive for a few hours of work. I think the main problem with it right now is collision detection, I can’t tell you how many times I’ve gotten near the top and randomly phased through one of the platforms.

You know, maybe we actually _should_ have a 48 hour VB coding comp sometime. A “Ludum Dare Puero Fere” if you will. πŸ˜€ (Just make sure it’s during the summer.)

…..And what is this about a basement arcade?

Yeah… sorry about the collision detection πŸ˜› . I agree that a 48 hr coding comp would be pretty fun… we had talked about a game in a day thing previously, and I think that’d be pretty cool to see what people come up with in such a short timeframe.

I also think a community game would be really fun… if we could break down a game into perfectly manageable parts, rather than everyone writing a short simple game, everyone writes/designs/creates small simple chunks… which get merged into a cool large project that people would actually want to play. Imaging an RPG where someone writes an overworld engine, someone writes a fight engine, someone writes the item, character, etc backend, someone makes the main menu stuff, someone designs characters, someone designs the overworld, someone makes music/sound effects… and so on. I think the most difficult part would be managing the whole thing, delegating responsibilities.

My arcade: http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=4049&forum=4 .

DogP

DogP wrote:
I also planned on having a foreground and background to jump between, but that would have required some smart level design for making that useful, as well as making the graphics so you could actually see blocks in the foreground and background at the same time.

Meh. It works alright in Wario Land, but just because you have real 3D doesn’t mean you have to use it for that. Personally, I think the whole foreground/background thing is way overrated. Just give me some nice parallax backgrounds anyday.

DogP wrote:
I also think a community game would be really fun… if we could break down a game into perfectly manageable parts, rather than everyone writing a short simple game, everyone writes/designs/creates small simple chunks… which get merged into a cool large project that people would actually want to play. Imaging an RPG where someone writes an overworld engine, someone writes a fight engine, someone writes the item, character, etc backend, someone makes the main menu stuff, someone designs characters, someone designs the overworld, someone makes music/sound effects… and so on. I think the most difficult part would be managing the whole thing, delegating responsibilities.

I completely agree. I was thinking during the last month, it would be nice to pool our skills and make something that doesn’t get tiring after 15 minutes. It would be a lot of fun except for the organization…

Also, that’s a nice collection of cabinets you have there. I never played arcade games as a kid, but I discovered this summer that Ground Kontrol is only about an hour away, and that place was pretty cool. After visiting that, I sure would like a Tempest cabinet…

Yeah, Ground Kontrol looks great… if I’m ever up that way I’ll definitely make a stop there.

I’ll start a thread in the dev forum about the community game… it’ll probably die off like most, but if we can get something off the ground, it should be great.

DogP

I just ran this through my FlashBoy Plus, and I like it!
The effect of the smilie frowning when falling made me LOL!
The only minimal bug I’ve noticed is when scrolling up, the graphics seem to “disperse” across the screen in terms of blockiness. Not sure if that made sense, but it’s very minimal all the same!
Good job!

Lose the flying sound effect, or make the jump quicker so I don’t have to hear it constantly, and you got yourself a fun little game. Good work!

Just tried this with FlashBoy Plus, doesn’t work very well – it has a lot of flickering platform parts all over the screen as soon as it moves.

Sound was a bit annoying after a while but at least it has sound – not something we heard a lot of in the other competing games.

Protoman85, just lower the volume, that little knob on the left side of your VB. πŸ˜‰

Would be fun to see it worked on a bit more.

 

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