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InBounce Darkness

PostPosted: Mon Aug 20, 2012 4:45 pm
by AliceXIII
InBounceDarkness.png

Breakout Template.zip
(1.09 MiB) Downloaded 318 times


This is my submission for the August tournament..

it's a breakout game that if you miss the ball the screen gets darker till you almost cant see, but hitting blocks can brighten the screen up..

it comes with only one map but has a map editor with a readme to teach how to use the map editor although i'll make more once i've gotten some sleep!!

it's pretty basic except for the data saving part :P and is meant to be learned from also!!

Re: InBounce Darkness

PostPosted: Tue Aug 21, 2012 4:12 am
by NightOfHorror
I do have a complaint. From what I have seen, you can not lose. Others may like that, but I honestly do not. That is because if you can't lose, it feels like you have nothing to actually play for, and compete with yourself with. If I felt like it, I could have just left the laptop and let the ball bounce on its own without interference. Also, the darkness has one problem, it may be dark, but I can perfectly keep on playing therefore meaning it really just did nothing to make the game harder. I like it, but those are big pet peeves to me.

Re: InBounce Darkness

PostPosted: Wed Aug 22, 2012 10:07 pm
by NightOfHorror
Okay, I will comment on my full review when I test map editor. The graphics were fun, and it does have replay value. Instead of repeating, my review was one post up.

Re: InBounce Darkness

PostPosted: Thu Aug 23, 2012 1:52 am
by AliceXIII
:) Im sorry it's not a full a game i had the disadvantage of only having 4 hours worth of work to put in this game my job doesn't allow for alot of free time as most my time im asleep, there was alot of things i wanted to add in, in fact i wanted to make an entirely differn't game..

But i chose what i could finish in the time i had, i entered to have something to put in the tournament making a place didn't matter to me i just wanted to submit something that was polished programming wise i could have added tons of features that didn't work but i wanted to use my time to make something that did work!!

so although i may not be complete or have a way to lose, i still achieved what i set out to do make a well programmed game in 4 hours :D

Re: InBounce Darkness

PostPosted: Thu Aug 23, 2012 2:24 am
by NightOfHorror
hey, anybody that does that much work in four hours is worthy of any programmer championship. Sorry that happened to you, but this is still a great game even with that much time. :D

Re: InBounce Darkness

PostPosted: Thu Aug 23, 2012 3:00 pm
by Hblade
For only 4 hours of work this game is fantastic. Great job! I honestly don't know how to give pros and cons on a game made in 4 hours. So I'm just gonna pretend it wasn't made in 4 hours. :)

Pros:
I love the classic style of breakout it has, and it feels nice to play. I like how it gets darker if your missing the ball a lot. and I love how it loads from a map editor (I think?)

Cons:
Leaving the ball be will make it brighter eventually anyway. Also the ball needs a new collision system when hitting the player.

Overall: Great! Excellent for a 4 hour game.

Re: InBounce Darkness

PostPosted: Thu Aug 23, 2012 7:32 pm
by AliceXIII
I love the classic style of breakout it has, and it feels nice to play. I like how it gets darker if your missing the ball a lot. and I love how it loads from a map editor (I think?


all the block clones exist full time through the game i control transparency to make them appear and disappear of course, but i do have a map editor it just saves the RGB values and the number of hits the specified color block will take to break!!

Leaving the ball be will make it brighter eventually anyway. Also the ball needs a new collision system when hitting the player.


yes, this problem with no ball loss needs to be fixed :P and the collision with the paddle is the only non physics collision in the game whats the problem with it though? I've found it's easier to simply calculate the balls trajectory on collision to find out what it's new angle should be because it retains the balls velocity alot better than using a physical response bounce because that tends to slow the ball down every once in awhile..

Re: InBounce Darkness

PostPosted: Sun Aug 26, 2012 3:08 am
by Jagmaster
Great game! I thought the paddle could be sped up a bit, so I did. xD (Cheataaar!)

The geek within me is most intrigued with your file i/o. :) I see you're saving in binary, is reading and writing files and printing stuff in binary that much different than saving in plain text?

I'll also have to look into how you saved the individual variables for each block (r,g,b, hits, etc) Or more so how you load them. :) right now I'm assuming it's something like fscanf(filename,"%d,%d,%d,%d,", &r, &g, &b, &hits); or something. Just me guessing, I'll have to dissect it to find out.

But WAY awesome for 4 hours. I was lucky to have two full uninterrupted weeks! xD (I did have an injury to my right hand though, so most of my project was done with my left hand, in effect slowing me down a bit xD)

Re: InBounce Darkness

PostPosted: Sun Aug 26, 2012 1:52 pm
by AliceXIII
only difference between binary and text mode is text is good for saving paragraphs or any char type, binaries good for int's and the like packs number's into a small er file size..

as of right now it uses one of my more arbitrary i/o designs it's the most basic one it uses 5 int arrays defined in the vars global code file with 4 of the 5 array's set to the size of the ASIZE variable defined there with the 5th array STORAGE[ASIZE*4]; being the holder array for packing the other 4 array's into to save and load using the simple array writing functions fread(); and fwrite();

just look it over it's very easy to understand :D

when i get it done if your interested im making an i/o design using structures for more advanced file i/o