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Last post Author Topic: NANY 2010 Release: Twigatelle  (Read 183557 times)

Deozaan

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #25 on: December 30, 2009, 11:25 PM »
Have you sussed out what each colour bumper does?

Maybe.

Red: You must touch all of these to beat the level.
Blue: Other bumpers.
Green: Random power-up.
Purple: Lots of extra points.

Deozaan

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #26 on: December 30, 2009, 11:39 PM »
Bug report:

After losing all my balls and clicking Retry, the bumpers all put themselves into place and when the ball launcher showed up again, the animations played from the last game, showing a few bumpers disappear and the numbers head to high score corner.

The bumpers themselves didn't actually disappear, and my score didn't actually go up, but the animations played.


In fact, it just happened again when I successfully completed a level and clicked "Continue" except in this case the score did raise because it was still counting up from the last level.
« Last Edit: December 30, 2009, 11:45 PM by Deozaan »

Deozaan

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #27 on: December 31, 2009, 12:08 AM »
Cool game so far, even though I'm only getting 32 fps. It made me late for work yesterday  >:(

Er... ah. Sorry. How's your framerate if you turn off the antialiasing?


I'm also getting a near-constant framerate of 32 fps with or without anti-aliasing.

dragonmage

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #28 on: December 31, 2009, 07:22 AM »
Yes, that is without anti-aliasing. I am on old intel onboard graphics though. I also experienced the phantom bumper explosion bug as well.

New High Score
12-31-2009_07-43-46.pngNANY 2010 Release: Twigatelle


IDEAS

New game modes if you are up to it.

1. A mode where the objective is to strike a particular bumper in the least number of bounces. Scored like golf, the lower the score the better.

2. A mode where bumpers are not destroyed between balls and special bumpers that light up when struck. Objective is to turn on all the lights, challenge being that the lights are toggles so if struck again they turn off. Not sure about how to score this one, but I think it would be fun.
« Last Edit: December 31, 2009, 07:37 AM by Perry Mowbray »

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #29 on: December 31, 2009, 10:47 AM »
Wow! Thanks folks. I appreciate the feedback (and even the bug reports  :P) and I apologise for the slow response. I was expecting to be off this week so I could do a bit more with the program, but ended up back working.

I'll do what I can today and we'll have some sort of release at the last minute!


Cyeb

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #30 on: December 31, 2009, 03:37 PM »
IDEAS

New game modes if you are up to it.

1. A mode where the objective is to strike a particular bumper in the least number of bounces. Scored like golf, the lower the score the better.

2. A mode where bumpers are not destroyed between balls and special bumpers that light up when struck. Objective is to turn on all the lights, challenge being that the lights are toggles so if struck again they turn off. Not sure about how to score this one, but I think it would be fun.

How about a mode where the bumpers are randomly scattered, and the screen is entirely dark except for the ball launcher?  Then you shoot at the bumpers, lighting them up and the bumpers around it?  Just an idea...  :P

Timns!  How do you like my blue bumper on the previous page?  Here it is again:


Alternatively, you could use that as a ball?

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #31 on: December 31, 2009, 04:19 PM »
IDEAS

New game modes if you are up to it.

1. A mode where the objective is to strike a particular bumper in the least number of bounces. Scored like golf, the lower the score the better.

2. A mode where bumpers are not destroyed between balls and special bumpers that light up when struck. Objective is to turn on all the lights, challenge being that the lights are toggles so if struck again they turn off. Not sure about how to score this one, but I think it would be fun.

How about a mode where the bumpers are randomly scattered, and the screen is entirely dark except for the ball launcher?  Then you shoot at the bumpers, lighting them up and the bumpers around it?  Just an idea...  :P

I love it! That's a really nice one.


Timns!  How do you like my blue bumper on the previous page?  Here it is again:
Alternatively, you could use that as a ball?

Looks good. The round bouncy bit of the bumpers should fit into a 16x16 square. What I'm going to do is a quick release so I meet the deadline, then a series of updates to introduce new graphics and levels.

Cyeb

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #32 on: December 31, 2009, 04:32 PM »
You've mentioned that.  Oh, and the bumper I made really does fit 16x16, I just made it 250x250 so you wouldn't miss it.  :P  Then it's just a matter of colorizing it in the GIMP for the other colors.

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #33 on: December 31, 2009, 06:37 PM »
Have you sussed out what each colour bumper does?

Maybe.

Red: You must touch all of these to beat the level.
Blue: Other bumpers.
Green: Random power-up.
Purple: Lots of extra points.

Correct! Hit the purple one as soon as possible to maximize your score.

At some point I guess I should write a little user guide.

cranioscopical

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #34 on: December 31, 2009, 06:41 PM »
I should write a little user guide
Ahem! There's no place on DC for such a sizeist attitude, what about big users?

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #35 on: December 31, 2009, 07:20 PM »
New version of the game uploaded! Nowhere near as complete as I'd like, so there will be several more releases over the next few days.

But at least you get a couple of new levels!

Please let me know how the framerate looks, particularly for level 2.

Happy New Year all!


Deozaan

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #36 on: December 31, 2009, 07:59 PM »
New version of the game uploaded! Nowhere near as complete as I'd like, so there will be several more releases over the next few days.

But at least you get a couple of new levels!

Please let me know how the framerate looks, particularly for level 2.

Happy New Year all!

Framerate was almost always at 48, though strangely the game felt slower on the levels with the spinning bars. I had anti-aliasing on and didn't try it without anti-aliasing.

Also, somehow I went from level 1, to level 2, to level 5.

And I entered my name when I started, but when I stopped playing I was back to New Player, and the High Score wasn't what the game told me. The game told me I was in the 800,000s but the high score list only showed 700,000 something.

It's a fun game!

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #37 on: January 01, 2010, 11:40 AM »
Thanks for the feedback.  :Thmbsup: I wonder if the game cannot save to your local disk...

Levels skipping to 5 is deliberate - I'm holding 3 & 4 back for the moment until I get the rest of the graphics into place.


Cyeb

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #38 on: January 01, 2010, 11:14 PM »
Hey timns, I was going through the Graphics folder and found that there were some png's called pegs that look better than the bumpers I'm making...(peg-red.png) and also rectangles...Are my efforts wasted?

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #39 on: January 02, 2010, 11:33 AM »
Your efforts are only wasted if you give up! If I get a new set of bumpers I'll roll them into a 'skin' and folks can choose a look they like.

I'm sure mine are 'different' not 'better'  :up:

Cyeb

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #40 on: January 02, 2010, 03:58 PM »
No no, definitely better looking than mine...But I'll create them anyways because you say so.  It might take a while.

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #41 on: January 02, 2010, 05:40 PM »
...and I'll make sure there's a Credits screen in the game.

jgpaiva

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #42 on: January 04, 2010, 11:43 AM »
Ok, I was just checking on this game, and it wasn't easy to find the download link, timns please add it to the first post so that people can play it more easily ;)

mouser

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #43 on: January 04, 2010, 11:48 AM »
good point jgp, i added the link for tim on his first post.

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #44 on: January 04, 2010, 12:04 PM »
Ah ha, thanks!  :Thmbsup:

Deozaan

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #45 on: January 05, 2010, 09:49 PM »
I forgot to mention that the purple bars are almost impossible to distinguish from the blue bars.

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #46 on: January 05, 2010, 10:10 PM »
I forgot to mention that the purple bars are almost impossible to distinguish from the blue bars.

Blame me for that. Nudone gave me some nice graphics then I faffed around with paintshop to give them colours. I'm in the middle of a clean-up anyway, so I'll see if I can make them more distinct.

About to restore the mystery levels 3 & 4!

ch33s3r

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #47 on: January 06, 2010, 09:36 AM »
Awesome! I've always loved pinball games as well. I'd ask how you were able to code the physics for the non-flat surfaces, but I'm guessing that's not something that's easy to explain or that you'd even want to explain it lol. I'm going to begin my research on that though because I think you did a very nice job of doing it and I'd like to be able to do things like this :D

mouser

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #48 on: January 06, 2010, 09:38 AM »
Bill Budge's Pinball Construction Set was mind blowing to many of us at the time it came out:
http://en.wikipedia....all_Construction_Set

timns

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Re: NANY 2010 Pre-Release: Twigatelle
« Reply #49 on: January 06, 2010, 10:04 AM »
Awesome! I've always loved pinball games as well. I'd ask how you were able to code the physics for the non-flat surfaces, but I'm guessing that's not something that's easy to explain or that you'd even want to explain it lol. I'm going to begin my research on that though because I think you did a very nice job of doing it and I'd like to be able to do things like this :D

Thanks very much. The trickiest part of the coding was calculating the ball rebound angle from the odder parts of the other objects (e.g. the inner curved yet also angley bits of the curved bumpers - you haven't seen those bumpers yet, but they'll show up in the next release. Imagine a quarter of a donut)

Information is not easy to find, and in the end I just started from scratch. Probably wasted a lot of time but at least I understand it  ;) I have no problem sharing what I came up with.