DonationCoder.com Forum

DonationCoder.com Software => Older DC Contests and Challenges => N.A.N.Y. 2010 => Topic started by: timns on December 10, 2009, 11:05 PM

Title: NANY 2010 Release: Twigatelle
Post by: timns on December 10, 2009, 11:05 PM
NANY 2010 (https://www.donationcoder.com/forum/index.php?board=273.0) Entry Information

Application NameTwigatelle
Version1.7
Short DescriptionTwigatelle is a game that Twiggles (of Head in the Clouds (http://head-in-the-clouds.com)) is developing in order to make $1million or more from winning the NANY competition. No-one has yet dared to correct his misunderstanding of how NANY works.
Supported OSesWindows, Mac, Linux
Web Pagetbd
Play online now (java)http://head-in-the-clouds.com/game/Twiggles.jnlp
System Requirements
  • Some reasonable graphics card, that's probably about all
Version History
Authorhttp://timns.dcmembers.com/
Screencast
  • http://donationcoder.com/nany2010/sc/twigatelle/twigatelle.html
  • YouTube: http://www.youtube.com/watch?v=W2WR-3ucEHk

Description
Twigatelle is a simple game developed in Java inspired by any number of those pachinko-type games where little thingies bounce around hitting other thingies in a slightly hypnotic way. The name is a contraction of "Twiggles" and "bagatelle"

I chose to code up this game since:
(a) I like playing simple pinball-type games

(b) I was interested to see if I could develop a little game in Java that ran at a good framerate on any reasonable PC, Max, *nix box

(c) I wanted to see if I was capable of coding up various maths routines (collision and rebound of odd-shaped objects, procedural textures etc.) from scratch without nicking anyone elses source

and (d) I have not yet grown out of coding for 'fun'

Features: Java 2D game with animation, sound, simple particle system, simple physics effects, simple everything really. What can I say? I'm a simple kind of guy...

Features

Planned Features

Screencast


Screenshots
[ You are not allowed to view attachments ]

[ You are not allowed to view attachments ]

Usage
Installation
How do you install and run the Application for the first time? Java WebStart

Using the Application
Hopefully pretty self-explanatory. I'll write a brief how-to later.

Uninstallation
Windows: from control panel
Other OSes: tbd

Known Issues
Are there any issues that users should know about? well, it may be kind of crummy ;) Also, it was written by a fat bird
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: skwire on December 10, 2009, 11:13 PM
Nice.   :)
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: timns on December 10, 2009, 11:16 PM
Thank you :)

By the way, not saying I didn't nick anyone else's algorithms. Mr Perlin just kicked the back of my chair.
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: Deozaan on December 14, 2009, 07:37 PM
Looks fun!
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: Perry Mowbray on December 14, 2009, 07:41 PM
Looks fun!

I think they're quite serious though:
in order to make $1million or more from winning the NANY competition.

 ;D
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: timns on December 14, 2009, 08:51 PM
The game is playable in its basic form by now. DC hero nudone is doing some graphics for us, but if anyone wants to try it out just let me know.
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: Perry Mowbray on December 14, 2009, 11:06 PM
What are you talking about? We all want to try it!!!
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: timns on December 17, 2009, 10:26 PM
Folks, you can (probably) run the game from here:

http://head-in-the-clouds.com/game/Twiggles.jnlp (http://head-in-the-clouds.com/game/Twiggles.jnlp)

It's currently a 24 megabyte download

There's only one level at the moment, with boring old round shapes - nudone is waiting for me to request some graphics so when he works his magic I'll put a couple more levels in which will have more variation and even animation.

In the meantime, see if you can work out the following:

I hope you enjoy...

All the source code will be available at some point if anyone's interested.

Everything is home grown and Twiggles is quite proud of the collision routines. You'll see why in the later levels. There's also some reasonable code for poisson distribution, algorithmic textures, fast beziers, particles etc.
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: Perry Mowbray on December 17, 2009, 10:38 PM
 :Thmbsup: :Thmbsup: :Thmbsup:
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: mouser on December 18, 2009, 12:17 AM
that is pretty impressive.. let's see if anyone can beat my score:
[ You are not allowed to view attachments ]
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: JavaJones on December 18, 2009, 12:37 AM
Nice, reminds me a lot of Peggle (http://www.popcap.com/games/peggle). Except this is harder. :D

- Oshyan
Title: Re: NANY 2010 Teaser: Twigatelle
Post by: timns on December 18, 2009, 09:19 AM
Yes it was the demo of Peggle that made me wonder if it were possible in Java.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 19, 2009, 07:30 PM
that is pretty impressive.. let's see if anyone can beat my score: (see attachment in previous post (https://www.donationcoder.com/forum/index.php?topic=20943.msg188539#msg188539))

Let me know if you'd like a list of hints 'n' tips so that you all can beat mouser  ;)

New levels coming up in a day or two, with new graphics too.

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 21, 2009, 03:47 PM
Nice, reminds me a lot of Peggle (http://www.popcap.com/games/peggle). Except this is harder. :D

- Oshyan

Need more balls? I had actually reduced the number in order to make that one solitary level last a bit longer ;)
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on December 21, 2009, 03:54 PM
Ooh, I like it!  It works on my netbook.  Some things run slowly, but when you're actually in game, it works perfectly.

Just another thing, methinks the game is a good idea, only the graphics...well...I can help you if you want.  Oh wait, I see up there ^ you say nudone is helping you?  Can I is help too?  :mrgreen:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 21, 2009, 04:06 PM
Ooh, I like it!  It works on my netbook.  Some things run slowly, but when you're actually in game, it works perfectly.

Just another thing, methinks the game is a good idea, only the graphics...well...I can help you if you want.  Oh wait, I see up there ^ you say nudone is helping you?  Can I is help too?  :mrgreen:

Thank you Cyeb. I greatly appreciate the offer and in fact you reminded me of something I keep meaning to post:

LEVEL DESIGN!!!!!

Once we have the other shapes in place (the game supports round pegs, square pegs and also curved pegs) then I shall be putting out the call to you creative types for some nice layouts.

Are you up for it?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on December 21, 2009, 05:13 PM
Sure!  Only I have absolutely no java coding experience, and very basic c++ experience.  (I only know how to do cin and cout stuff..)

I know how to use the GIMP though, which is what you need, right?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan on December 22, 2009, 02:36 AM
let's see if anyone can beat my score

That wasn't hard.

[ You are not allowed to view attachments ]
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 22, 2009, 09:23 AM
Sounds like the gloves are off. :o

Have you sussed out what each colour bumper does?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: dragonmage on December 28, 2009, 09:32 AM
Cool game so far, even though I'm only getting 32 fps. It made me late for work yesterday  >:(

I have found a couple bugs.

1. High Score list seems to be completely inaccurate. All recorded scores are way lower than the score reported in game. I haven't tried calculating to see if it's a certain percentage yet.

2. I got a Ball Frenzy and in the ensuing chaos another green bumper was hit and may have been Assassin Ball, not sure I didn't actually catch what was activated. At any rate the last two balls came into proximity of each other at low speed and became "caught in each others' gravity." That's the only way I could describe it. They bounced off of each other then pulled back together, endlessly. I had to start a new game.

Also had some ideas.

Pong Mode: Would it be possible to control the "paddle" in Pong Mode? As it is now Pong Mode only tracks one ball at a time, so a ball could go right by the paddle because it is tracking one that bounced back up.

Assassin Ball: Allow the player to "put a hit out" for a particular peg. Click on the problem peg, the ball then goes after that peg.

Claw Mode: Why not combine this with another arcade favorite the prize grabbing claw machines? The launcher could turn into a claw which could be launched, giving you a chance of grabbing the ball back to relaunch it. If you wanted to get really tricky with it you could also allow it to grab a peg and hold it. The cable could then become another surface for the ball to reflect off of.

That's all for now, I'm sure I'll keep playing ;)
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on December 28, 2009, 10:50 AM
I hadn't noticed those, I just thought it was a nice game! ;D 

Hey, timns, when are you going to "put out the call to us creative types"?  Don't you have only three days left to complete it by New Years?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 28, 2009, 10:57 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 have found a couple bugs.

1. High Score list seems to be completely inaccurate. All recorded scores are way lower than the score reported in game. I haven't tried calculating to see if it's a certain percentage yet.

Dagnabbit, you're right! There'll be a new release of the game in a day or two: I'll make sure that's fixed.

2. I got a Ball Frenzy and in the ensuing chaos another green bumper was hit and may have been Assassin Ball, not sure I didn't actually catch what was activated. At any rate the last two balls came into proximity of each other at low speed and became "caught in each others' gravity." That's the only way I could describe it. They bounced off of each other then pulled back together, endlessly. I had to start a new game.

Ensuing chaos is such a great way of putting it. I'll see if I can guard against that somehow.

Also had some ideas.

Pong Mode: Would it be possible to control the "paddle" in Pong Mode? As it is now Pong Mode only tracks one ball at a time, so a ball could go right by the paddle because it is tracking one that bounced back up.

Assassin Ball: Allow the player to "put a hit out" for a particular peg. Click on the problem peg, the ball then goes after that peg.

Claw Mode: Why not combine this with another arcade favorite the prize grabbing claw machines? The launcher could turn into a claw which could be launched, giving you a chance of grabbing the ball back to relaunch it. If you wanted to get really tricky with it you could also allow it to grab a peg and hold it. The cable could then become another surface for the ball to reflect off of.

Very nice suggestions! I can see significant added value for pong mode and assassin ball, so again I shall see what can be accomplished. Claw mode is very appealing so I will see if I can at least add some variant of what you propose.

Thank you very much for the feedback.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on December 28, 2009, 11:01 AM
I hadn't noticed those, I just thought it was a nice game! ;D 

Hey, timns, when are you going to "put out the call to us creative types"?  Don't you have only three days left to complete it by New Years?

Er... ah ha.... well the game will be slightly less buggy  :-[ and also I hope have several more levels by the due date, but the intention is to have 'expansion packs' too which add more levels and different graphics over time.

With the next release, which I hope may even be later today, I shall include elements that you can use to design levels, or use as templates to provide new graphics  :Thmbsup:

So thank you for the reminder. I shall now proceed to panic.

Yarg.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Perry Mowbray on December 28, 2009, 09:23 PM
So thank you for the reminder. I shall now proceed to panic.

No, no, no...

After me... Breathe in... and hold... breathe out... relax...

repeat as necessary...
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on December 30, 2009, 10:47 AM
Ideas for improvement:

When buttons are clicked, they are pushed down.

The bumpers start off-screen.

The bumpers do their animations as they get hit, saving time!


*Sigh* one day left.. Should I start creating some wonderful looking bumpers, buttons, and such?  Or is somebody else taking care of that?

*EDIT**EDIT**EDIT**EDIT**EDIT**EDIT**EDIT*

I've created a bumper now, do you like it?  Please, go ahead and criticize it, I don't mind.  I'm going to stay here and help you finish it...If that's okay.  ;D  I've never helped anybody make a game before.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: dragonmage 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
[ You are not allowed to view attachments ]


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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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!

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb 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?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: cranioscopical 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?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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!

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan 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!
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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.

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb 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?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 02, 2010, 05:40 PM
...and I'll make sure there's a Credits screen in the game.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: jgpaiva 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 ;)
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: mouser on January 04, 2010, 11:48 AM
good point jgp, i added the link for tim on his first post.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 04, 2010, 12:04 PM
Ah ha, thanks!  :Thmbsup:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Deozaan on January 05, 2010, 09:49 PM
I forgot to mention that the purple bars are almost impossible to distinguish from the blue bars.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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!
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: ch33s3r 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
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: mouser 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.org/wiki/Pinball_Construction_Set
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns 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.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 06, 2010, 11:59 PM
New build uploaded with level 3 now in place.

Well, also level 4 but that's boring since at the moment it's the same sort of thing as level 5, i.e. random distribution (based, as if anyone cared, on a custom fast Poisson distribution method what I wrote)

Anyone got any ideas for level layouts based on the shapes now available?

Enjoy. Still some bugs in there folks, but I will get them fixed.  :-[

[Edit] Sorry folks, Twigatelle is unavailable for a short time while I figure out why the jar file has stopped building correctly!
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: ch33s3r on January 07, 2010, 08:10 AM
 :'( I wanna playyy
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 09:14 AM
Well that's really nice to hear. I think it's the latest release of IntelliJ IDEA - it's not rolling all the resources into the jar. I may have to downgrade.  :mad:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 07, 2010, 10:44 AM
Hey wait a minute, the "bars" are larger than 16x16!  Does that mean that my bumpers that are currently making me cringe can be larger?  (Not that I'd want to..)

I'm going to get done with the graphics I'm making today, hopefully.

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 10:55 AM
bars are ok up to 32x16
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 10:57 AM
Twigatelle is back. Sorry about that folks.  :D

Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 07, 2010, 11:55 AM
*facepalms*  Okay, my bumpers are not turning out well, but here's a possible button.  Click on the attached button, it looks different on my post.

By the way, you named the button "Button220x70", but it's 213x64.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 12:09 PM
I can use that. I shall start a "skins" option for the game, and create a Cyeb folder.

Speaking of which (although it's barely necessary I would say) - the game can be translated into any language. Any need it in non-English?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: cranioscopical on January 07, 2010, 03:08 PM
Any need it in non-English?
Does Cockney count?
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 03:46 PM
Twigapples-and-pears-plates-of-meat-and-gawd-bless-the-queen-muvvatelle
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: cranioscopical on January 07, 2010, 09:55 PM
Twigapples-and-pears-plates-of-meat-and-gawd-bless-the-queen-muvvatelle
  :Thmbsup:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 07, 2010, 10:36 PM
Our non-British friend are going  :huh:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: cranioscopical on January 08, 2010, 01:48 PM
Our non-British friend are going  :huh:
Not to worry, china  ;)
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: ch33s3r on January 08, 2010, 01:49 PM
Our non-British friend are going  :huh:

 :huh:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 08, 2010, 04:06 PM
Our non-British friend are going  :huh:
:huh:
Our non-British friend are going  :huh:

 :huh:
;D
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: kwacky1 on January 09, 2010, 07:06 AM
Thanks for the feedback.  :Thmbsup: I wonder if the game cannot save to your local disk...

Where is it trying to save the data, I'm having the same problem on Windows 7, high scores aren't saved either.

btw.. i'm addicted
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: kwacky1 on January 09, 2010, 07:46 AM
2. I got a Ball Frenzy and in the ensuing chaos another green bumper was hit and may have been Assassin Ball, not sure I didn't actually catch what was activated. At any rate the last two balls came into proximity of each other at low speed and became "caught in each others' gravity." That's the only way I could describe it. They bounced off of each other then pulled back together, endlessly. I had to start a new game.

dagnabit, i was just having "one more game" when this happened to me.. fenzy+assasin, I actually had 5 balls circumnavigating each other until by chance 3 of them managed to be 'saved' as the paddle moved beneath them.. now I just have the 2 balls locked in an enternal struggle..  

It seems to me that the 'frenzied assasins' had locked onto a red bumper that dissapeared on their way there.

Oooh, as I was typing another 1 got saved, based on this progress if I wait another 15 minutes I can progress to the next level  ;D
[attach=#1][/attach]
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 09, 2010, 11:26 AM
Ah ha - thanks, another good error report there. I recall a very good suggestion about assassin balls which I shall implement. So if they do go into the circle of doom, assigning a new target may well get you out of trouble.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: kwacky1 on January 15, 2010, 06:34 AM
New High Score!   ;D
[ You are not allowed to view attachments ]
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 15, 2010, 09:20 AM
That is some score all right! And here was me wondering if I had not provided enough balls!

New release coming up this weekend with new levels and more graphics.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: cranioscopical on January 15, 2010, 10:29 AM
And here was me wondering if I had not provided enough balls!
I'd just like you to know that there are some occasions on which I exercise restraint.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 15, 2010, 08:09 PM
I can't even get past the first level yet. I don't get what I'm doing wrong. Frankly it's kind of frustrating I can't control the paddle at the bottom. Or... maybe I can and that's my problem, I don't know all the controls? Is there a control reference? I feel like I must be missing something. :P

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 15, 2010, 10:28 PM
So I finally made it to level 3 and a respectable score of 889,000, and I feel better about myself. But having got this far, I really feel like the game could be made easier, or at least have options to be so, as I was missing out on a good portion of the interest and fun for lack of ability to advance. Adding things like control of the paddle at bottom and additional peg hit effects/modes would also extend enjoyment a lot.

Anyway, I hope this is encouraging and doesn't seem like bellyaching. I really like this type of game and hope this continues to develop. :)

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 15, 2010, 10:58 PM
I'm sorry, timns...I don't think I can come up with bumpers.  I keep making some, and then thinking that it looks horrible.  Plus I have the SAT coming up in a week, and no time at all on the weekends.  My days are filled with homework, and just about every horrible thing you can think of short of beatings and tortures.

Now you said you would make a folder in my name...What about just simply making a credits page, and say "Cyeb-Made the crappy green button." at the very bottom?  I don't deserve that much credit. :hanged:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: kwacky1 on January 16, 2010, 03:57 AM
And here was me wondering if I had not provided enough balls!
I'd just like you to know that there are some occasions on which I exercise restraint.
-cranioscopical (January 15, 2010, 10:29 AM)
:-[ And that's why we love you Chris.

On a more serious note...

I think there are just the right amount of balls, however level 4 is nigh impossible without a ball frenzy or assassin bonus.  level 3 and 5 are my favourites.

New release coming up this weekend with new levels and more graphics.

I can't wait  :Thmbsup:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 16, 2010, 07:52 AM
I can modify my existing button, but I can't make bumpers.  Do you like any other color?  Obviously, I wouldn't make a new button for every color, but here's just how other colors look like.

*Edit*  I'm too busy right now, but I really can.  I might make bumpers after next week when I'm not studying my butt off for the SAT, or my writing assignment (which is, so far, 10 pages long).
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 16, 2010, 03:39 PM
I can modify my existing button, but I can't make bumpers.  Do you like any other color?  Obviously, I wouldn't make a new button for every color, but here's just how other colors look like.

*Edit*  I'm too busy right now, but I really can.  I might make bumpers after next week when I'm not studying my butt off for the SAT, or my writing assignment (which is, so far, 10 pages long).

Sweeet buttons. I shall definitely use these.

Good luck with the SATs, and thanks for making some time to comment and join in with the game  :Thmbsup:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 16, 2010, 05:01 PM
 ;D  No problem.  I've always wanted to help out on a game!
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 16, 2010, 05:49 PM
So I finally made it to level 3 and a respectable score of 889,000, and I feel better about myself. But having got this far, I really feel like the game could be made easier, or at least have options to be so, as I was missing out on a good portion of the interest and fun for lack of ability to advance. Adding things like control of the paddle at bottom and additional peg hit effects/modes would also extend enjoyment a lot.

Anyway, I hope this is encouraging and doesn't seem like bellyaching. I really like this type of game and hope this continues to develop. :)

- Oshyan

No bellyaching detected, just useful comments from you and several other folks which I do appreciate, and shall try to take on-board!
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 16, 2010, 09:04 PM
Cool, it's great to be able to have input on a game one enjoys. Off to try to get to level 5... :D

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: Cyeb on January 16, 2010, 09:14 PM
Cool, it's great to be able to have input on a game one enjoys. Off to try to get to level 5... :D

- Oshyan

I can't get past level 4!  Soo hardddd...  I think the ones containing the blocks should be first, as they are larger targets, and very easy to beat.  Here's my highest score.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 18, 2010, 09:32 PM
Ok the new build is in place gang - I hope you enjoy. I've seen the assassin ball bug for myself now, and know what to do, so I'll fix that next.

Main thing with this release is a couple of new levels - good luck with them. I also have some new bonuses in the offing, and a prettier way to have them show up. Watch out!

By the way, has anyone seen any particularly good / bad backgrounds? They're all totally random and every now and then I get a pretty nice one.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: kwacky1 on January 19, 2010, 06:19 AM
[ You are not allowed to view attachments ]

 ;D  I do like this new version!    :Thmbsup:

Is it my imagination or is the ball a little bit 'bouncier'.

Good work on level 4, it was chaos with a ball trio, can't wait to see a ball frenzy on that level.  I haven't been able to get past level 5 yet, this game was the closest i got, 1 red peg left.

Thanks for all your great work timns.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 19, 2010, 11:18 AM
Corking good score too! Thank you Kwacky1. The ball had been twiddled a tiny, tiny amount. Good eye!

One of the things I'll be doing soon is to add a level selector. Once you've gotten to a certain level, you should probably be allowed to jump straight there.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 19, 2010, 03:16 PM
I dug the new level 4 as well. The "wheel" bumpers are fun since you get more ball interaction with them, and there's less room for the ball to fall between at first.

I think once you reach level 5 it just keeps repeating that level, no?

Can't wait for more levels, effects, modes, etc. I have lots of ideas for this, but don't know if you have time/interest to implement. For example a powerup that actually bumps/moves the bumpers when the ball hits it (they would just move once, not become additional balls and bounce around), or a powerup like Peggle has where it shows you the projected n bounces from your current firing direction (really helps in tricky shots).

Also it would be nice to have more options to customize the game experience. I don't know if the position of bumpers is fixed and has to be created in a level editor, but I'd love to be able to just turn up a dial and get more green, more red, more blue, etc. bumpers to customize game difficulty, or at least have a difficulty slider that adjusted these ratios for you (e.g. turning difficulty down would give you less red, more green, and maybe more balls).

I can also imagine a fun game mode with harder difficulties where you could store up powerups and choose to activate them at a particular time using hotkeys. Maybe this is overkill or going beyond the scope of the game. But I really think this is a great opportunity to take the Peggle-like gameplay and extend it to some innovative concepts.

Thanks again for all the hard work on this one. It's addictive and fun. :)

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: mouser on January 19, 2010, 03:29 PM
How does one get past level 1? I know it can't be that i have to clear every bumper, because i just refuse to believe anyone here is able to accomplish that.
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 19, 2010, 03:41 PM
I dug the new level 4 as well. The "wheel" bumpers are fun since you get more ball interaction with them, and there's less room for the ball to fall between at first.

I think once you reach level 5 it just keeps repeating that level, no?

Can't wait for more levels, effects, modes, etc. I have lots of ideas for this, but don't know if you have time/interest to implement. For example a powerup that actually bumps/moves the bumpers when the ball hits it (they would just move once, not become additional balls and bounce around), or a powerup like Peggle has where it shows you the projected n bounces from your current firing direction (really helps in tricky shots).

Also it would be nice to have more options to customize the game experience. I don't know if the position of bumpers is fixed and has to be created in a level editor, but I'd love to be able to just turn up a dial and get more green, more red, more blue, etc. bumpers to customize game difficulty, or at least have a difficulty slider that adjusted these ratios for you (e.g. turning difficulty down would give you less red, more green, and maybe more balls).

I can also imagine a fun game mode with harder difficulties where you could store up powerups and choose to activate them at a particular time using hotkeys. Maybe this is overkill or going beyond the scope of the game. But I really think this is a great opportunity to take the Peggle-like gameplay and extend it to some innovative concepts.

Thanks again for all the hard work on this one. It's addictive and fun. :)

- Oshyan

That is a useful and thought-provoking post. I will most definitely implement your idea of scalable difficulty for a start.

As for mobile bumpers - let's say they're moving towards the next release  8)

ps There is a level 6 now - IF you can beat 5  :(
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 19, 2010, 03:41 PM
How does one get past level 1? I know it can't be that i have to clear every bumper, because i just refuse to believe anyone here is able to accomplish that.

Only certain bumpers have to be cleaRED from the table  ;)
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 19, 2010, 04:02 PM
Yeah, it took me a while to figure out certain bumpers are what gets you past the level. Duh me! :D

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: mouser on January 19, 2010, 04:16 PM
oh that's awesome.. i really need to re-do my screencast.. this has suddenly become much more a game of some skill.  :up: :up:
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: JavaJones on January 19, 2010, 04:26 PM
Hah, yeah, I totally thought it was way too luck-oriented at first as well, especially since you can't control the paddle at bottom. Now I get it, and I can advance through it reasonably well.

- Oshyan
Title: Re: NANY 2010 Pre-Release: Twigatelle
Post by: timns on January 19, 2010, 04:44 PM
oh that's awesome.. i really need to re-do my screencast.. this has suddenly become much more a game of some skill.  :up: :up:

I really should give out more information - I remember the same thing happened with the old Deductoid game  :-[
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 20, 2010, 06:21 AM
I think once you reach level 5 it just keeps repeating that level, no?
ps There is a level 6 now - IF you can beat 5  :(

Well I did beat level 5, and got myself a new high score  :Thmbsup:

However there was no level 6?  :'(

[attachthumb=#1][/attachthumb]

Also..

1) the high scores table is wrong [attachurl=#2][/attachurl]
2) can the username and high scores be saved?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 20, 2010, 09:53 AM
I think once you reach level 5 it just keeps repeating that level, no?
ps There is a level 6 now - IF you can beat 5  :(

Well I did beat level 5, and got myself a new high score  :Thmbsup:

However there was no level 6?  :'(
 (see attachment in previous post (https://www.donationcoder.com/forum/index.php?topic=20943.msg192405#msg192405))
Also..

1) the high scores table is wrong  (see attachment in previous post (https://www.donationcoder.com/forum/index.php?topic=20943.msg192405#msg192405))2) can the username and high scores be saved?


Nice one. There IS a six, but I may have not enabled it yet  :-[

Names and scores should be saved, works here, but we all know that don't mean much. I'll try and make sure the stuff gets written somewhere friendlier.

And finally: oh @#$@#$! Other folks had noticed the highscore table was wrong, and I had forgotten about it.

I'll get to work.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 20, 2010, 04:52 PM
There are just a few minor bugs...And they are that when you're aiming with the dotted white line, towards the sides, it becomes inaccurate.  Also, the bumpers still do not start off-screen..

Edit:  I've also found that the assassin balls only target red ones.  It hit the last red one, and would not move away to the blue ones.  Plus, I have a suggestion, and the powerup that reverses the gravity should have the top "roof" a bit more bouncier, as it only hits the top row after a while.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 20, 2010, 09:37 PM
There are just a few minor bugs...And they are that when you're aiming with the dotted white line, towards the sides, it becomes inaccurate.  Also, the bumpers still do not start off-screen..

Edit:  I've also found that the assassin balls only target red ones.  It hit the last red one, and would not move away to the blue ones.  Plus, I have a suggestion, and the powerup that reverses the gravity should have the top "roof" a bit more bouncier, as it only hits the top row after a while.

Useful comments indeed - thank you. I have started a todo list in my Pagico for all this stuff!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 20, 2010, 09:38 PM
Ok folks, new release in place:

1. Highscores are fixed! What you score is what is recorded

2. Level 6 is now reachable  :-\

3. Can someone who was unable to save their name and hi-scores let me know if this is also ok by now?

Thanks all.  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 21, 2010, 07:48 AM
Cool, can't wait to test!  Am away from home so won't get a chance tonight  :(

Hey I don't know if this is the default behaviour of a java web app, but I find that when you release an update I have to load twigatelle twice, and the update downloads on the second run.

That is, run twiggles.jnlp -> game loads as per normal, exit, run twiggles.jnlp -> update downloads, new version runs
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 21, 2010, 11:22 AM
Strange! I wonder if it gets cached somehow. There's no explicit version numbering in the jnlp - but I'll take a look and see if I can set something up to force a fresh download.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 21, 2010, 03:40 PM
I reached level 6 and broke the 2 million barrier last night. Good stuff. :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 21, 2010, 04:21 PM
I reached level 6 and broke the 2 million barrier last night. Good stuff. :)

- Oshyan

 :o

Do I need to remove some balls?
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 21, 2010, 07:09 PM
You're not going anywhere near my balls! :D

Honestly it was really just several strokes of luck, getting some ball frenzies and other powerups at the same time. Sometimes it just happens. But I think in general the difficulty level is still pretty good, and being only at level 6 there is plenty of room to ramp it up some more I reckon. :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 21, 2010, 09:55 PM
Just a couple more shapes to add and then I can really focus on making some more interesting-looking levels, add a level selector, skins, credits, my new secret bonus ball thingy... PLUS all the suggestions from this very forum.

Hopefully enough to keep us all busy for a while.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 22, 2010, 02:13 AM
I can't wait! I'm going through withdrawls tonight not having any new Twigatelle bits to play with. ;)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 22, 2010, 07:06 AM
[ You are not allowed to view attachments ]

Thank you thank you thank you!  You fixed the high scores, plus twiggles now remembers my name (but he always forgets my birthday).

JavaJones, you didn't post your 2mil score, so I'll claim victory tonight  :P

Tim, good work on level 6, ball frenzy on my first shot, it was mayhem.  I'm looking forward to seeing some more shapes, how about some triangles?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 22, 2010, 10:58 AM
(see attachment in previous post (https://www.donationcoder.com/forum/index.php?topic=20943.msg192662#msg192662))
Thank you thank you thank you!  You fixed the high scores, plus twiggles now remembers my name (but he always forgets my birthday).

JavaJones, you didn't post your 2mil score, so I'll claim victory tonight  :P

Tim, good work on level 6, ball frenzy on my first shot, it was mayhem.  I'm looking forward to seeing some more shapes, how about some triangles?

Ah good - thank you for letting me know.

You got to level 6 - I should stop worrying about making stuff too hard eh?

Triangles is a good one, and probably quite feasible to add.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 22, 2010, 09:07 PM
Aww, yah beat me to it... but I beat your score (this was my score when I originally posted breaking 2mil). :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 23, 2010, 12:23 AM
New ways to score points coming up in the next release. I hope that's not going to be a problem for you big shots  :-[
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on January 23, 2010, 01:38 AM
Is it just me or does disabling the background music not actually do anything?

EDIT: It turned off after finishing the first level (I lost).
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 23, 2010, 04:08 AM
Is it just me or does disabling the background music not actually do anything?

EDIT: It turned off after finishing the first level (I lost).

I've had a few random problems with sounds, the other night on a brand new install (someone else's computer) the background music got stuck in a very short loop and I had to exit the game to turn it off.. and last night (on my computer with the current release) the normal sounds went strange, there was only a 'donk' kind of sound for hitting the pegs and the ball saved/not saved sound didn't play at all, until I exited and restarted the game...

Doesn't really bother me, but just thought I better mention it...
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 23, 2010, 06:40 AM
No new high score tonight, just can't seem to get past level 3..  :-\

Anyway, can you please please please fix the frenzied assassins bug, got it quite a few times tonight...
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 23, 2010, 10:57 AM
No new high score tonight, just can't seem to get past level 3..  :-\

Anyway, can you please please please fix the frenzied assassins bug, got it quite a few times tonight...

Next on my list, I promise!  :(
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 23, 2010, 10:59 AM
Is it just me or does disabling the background music not actually do anything?

EDIT: It turned off after finishing the first level (I lost).

Playing sounds from Java took me a few attempts to even get working at all, so I would not be surprised if there are some glitches. I'll take a look - I need to add some more noises anyway, and shrink the music files. They are about 90% of the jar file's size.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 23, 2010, 07:24 PM
Level 4 runs very slowly on a netbook.  I blame it on the particles when the bumpers explode.

How does the jnlp know when to update?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 24, 2010, 06:44 PM
Small new release of the game just uploaded.

1. I _think_ that the assassin frenzy bug is fixed. My test case is now ok anyway.

2. I also made the assassin ball more fun.

3. May have fixed the auto-download of latest update thingy for you too. Is someone able to let me know please?

Another build in the pipeline - ohhh if I could just get my weekends to myself  :-\
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 25, 2010, 12:22 AM
Now "unable to launch the application" :( I suspect it's to do with the new update mechanism? Here's the error output:

com.sun.deploy.net.FailedDownloadException: Unable to load resource: (http://www.head-in-the-clouds.com/game/Twiggles.jar, 0.02)
at com.sun.deploy.net.DownloadEngine.actionDownload(Unknown Source)
at com.sun.deploy.net.DownloadEngine.getCacheEntry(Unknown Source)
at com.sun.deploy.net.DownloadEngine.getCacheEntry(Unknown Source)
at com.sun.deploy.net.DownloadEngine.getResourceCacheEntry(Unknown Source)
at com.sun.deploy.net.DownloadEngine.getResourceCacheEntry(Unknown Source)
at com.sun.deploy.net.DownloadEngine.getResource(Unknown Source)
at com.sun.javaws.LaunchDownload.downloadJarFiles(Unknown Source)
at com.sun.javaws.LaunchDownload.downloadEagerorAll(Unknown Source)
at com.sun.javaws.Launcher.downloadResources(Unknown Source)
at com.sun.javaws.Launcher.prepareLaunchFile(Unknown Source)
at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
at com.sun.javaws.Launcher.launch(Unknown Source)
at com.sun.javaws.Main.launchApp(Unknown Source)
at com.sun.javaws.Main.continueInSecureThread(Unknown Source)
at com.sun.javaws.Main$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit: Grabbing the actual Twiggles.jar URL manually and opening it directly gives me: "Failed to load Main-Class manifest attribute from" and then the path to my browser temp file.

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on January 25, 2010, 12:40 AM
I'm still having a really hard time finding the purple "bonus" bars and semi-circles. They look too much like the blue ones.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 25, 2010, 04:32 AM
1. I _think_ that the assassin frenzy bug is fixed. My test case is now ok anyway.

Thank you...   ;D

2. I also made the assassin ball more fun.

I can't wait..  8)

3. May have fixed the auto-download of latest update thingy for you too. Is someone able to let me know please?

Well the game updated first go, so without extensive testing...  :Thmbsup:

Another build in the pipeline - ohhh if I could just get my weekends to myself  :-\

hahaha hahahah... as if  :D
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 25, 2010, 09:17 AM
Shoot! Sorry folks about the update issues.

JavaJones, can you try now please?

Re: the colours - I'll try and make the purple stand out more. It's ok here but for all I know I may have a very high-contrast setting on my screen. Never did calibrate it...

Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 25, 2010, 10:43 PM
Working now. Thanks!! :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 26, 2010, 12:21 AM
OK I ran into the assassin ball bug again. Those balls sure do love each other... do they have a programmed attraction? Why would they attract each other?

Here's a screencast of the issue:
http://www.oshyan.com/tmp/twig_bug_assassin1.swf

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 26, 2010, 09:35 AM
OK I ran into the assassin ball bug again. Those balls sure do love each other... do they have a programmed attraction? Why would they attract each other?

Here's a screencast of the issue:
http://www.oshyan.com/tmp/twig_bug_assassin1.swf

- Oshyan

Dagnabbit! Ok that is extremely helpful - I'll be on it today. What was the sequence: ball frenzy then assassin?

Thanks!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 26, 2010, 04:32 PM
Ok - new Twigatelle in place.

1. The ball now hits the point where your mouse pointer is aiming it!
2. Assassin mode is fixed!
3. A couple of surprises will happen 1% of the time!
4. Bumpers fly in from off the screen instead of the top corners!

Back to work...

Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on January 26, 2010, 04:56 PM
The game seems to run much faster now, though the framerate is a near constant 46 FPS.

1. The ball now hits the point where your mouse pointer is aiming it!

It is still overshooting when I aim way off to the side. Try it on level 1. Shoot for the top-left and top-right pegs. If I aim for the top center of these two pegs, the ball usually goes completely over the peg.

4. Bumpers fly in from off the screen instead of the top corners!

Awesome! Don't forget about the magic trail/explosion particle effect. There's a white pixel that shows on top (towards the left) of the screen the entire time when there is no magic trail following the ball and no pegs are exploding.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 26, 2010, 05:21 PM
Can you try again please Deozaan? You should see a "0.4" version number on the main screen. If you don't, then for some annoying reason the latest version is not downloading automatically.

Aiming should be pretty good, and I got rid of the little white dots!
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 26, 2010, 08:47 PM
I see that the aiming is fixed, and the 0.4 is showing.  Oh, and the assassin balls are also an iron ball.   ;D
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 26, 2010, 09:31 PM
Hum hum, I forgot to say, done with the SAT on Saturday!  Aced the math, everything else...ehh, 50% right at best.  Anyways, in my free time, I modified the buttons a bit!  I made the edges rounded!  Ha ha...Which one is better?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 27, 2010, 12:01 AM
Hum hum, I forgot to say, done with the SAT on Saturday!  Aced the math, everything else...ehh, 50% right at best.  Anyways, in my free time, I modified the buttons a bit!  I made the edges rounded!  Ha ha...Which one is better?

The top one! I like the subtle pattern too. Grabbing, and and some point very soon it will appear in a skin.

And: Congrats on the SATs.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on January 27, 2010, 06:06 PM
Can you try again please Deozaan? You should see a "0.4" version number on the main screen. If you don't, then for some annoying reason the latest version is not downloading automatically.

I just tried it again, and it did indeed show 0.4 on the main menu. It still overshoots the pegs that are far away.

And I found a bug: I got Power Bumpers just before my last ball fell into the pit, and when I clicked Retry, I started the round over with the remaining time left on my Power Bumpers.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 27, 2010, 09:53 PM
Twigatelle 0.5 is out:

1. Deozaan's bouncy bumper bug fixed
2. Deozaan's Improved Aiming Request Implemented with Alacrity (I always work faster with DIARIA  :P)
3. Blue rectangles are now very, very blue.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on January 28, 2010, 01:14 AM
Twigatelle 0.5 is out:

1. Deozaan's bouncy bumper bug fixed
2. Deozaan's Improved Aiming Request Implemented with Alacrity (I always work faster with DIARIA  :P)
3. Blue rectangles are now very, very blue.


1. Nice! Though that one is a bit hard for me to try to get again to test. :)

2. Hmm... Now it seems to kind of undershoot where I'm aiming for. What I'm doing is aiming it off near one of the top corners (but still low enough that the cannon still tracks the mouse movement) and then seeing if the center of the ball goes through where the mouse pointer is located. At the worst, the ball completely misses where the pointer (I'm talking pixel precision--the tip of the pointer) is pointing.

I even tried aiming just high enough that the ball should have gone completely over the top right peg and it hit it.

EDIT: I just noticed that it seems to be more accurate than I first perceived. It does still seem a little underpowered, but probably not as bad as I first let on.

3. Awesome! Thanks. Now if you could do the same thing to the curved "pipes" or semicircle thingies.

4. New bug(?): I got a ball frenzy and one of the balls later hit a Nega-Gavity powerup, but only one ball was affected by the nega-gravity. Is that a bug or a feature?
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 28, 2010, 04:18 AM
1. Deozaan's bouncy bumper bug fixed

I can actually confirm that all powerups carry through to the next game if the timer was still running on your last shot.. it's quite disconcerting when this happens on an assasin ball because your next shot is very wayward!  I didn't report this however because I kinda liked this 'feature' :)

2. Hmm... Now it seems to kind of undershoot where I'm aiming for. What I'm doing is aiming it off near one of the top corners (but still low enough that the cannon still tracks the mouse movement) and then seeing if the center of the ball goes through where the mouse pointer is located. At the worst, the ball completely misses where the pointer (I'm talking pixel precision--the tip of the pointer) is pointing.

I even tried aiming just high enough that the ball should have gone completely over the top right peg and it hit it.

EDIT: I just noticed that it seems to be more accurate than I first perceived. It does still seem a little underpowered, but probably not as bad as I first let on.

I'm a little worried about this topic of conversation, I've always found the accuracy to my liking  ;)

4. New bug(?): I got a ball frenzy and one of the balls later hit a Nega-Gavity powerup, but only one ball was affected by the nega-gravity. Is that a bug or a feature?

I can also confirm this, only 1 ball in a ball frenzy is affected by neg-a-grav.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 28, 2010, 09:20 AM

I can also confirm this, only 1 ball in a ball frenzy is affected by neg-a-grav.

Ok that was deliberate, but I can do someting about it if you like. There are a couple of new bonus balls I want to add anyway, so I'll do a bit of tinkering in that area.

Thank you both, for useful comments. Not sure about the aiming any more. Beginning to wonder if it's somehow a little bit PC-specific...
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 28, 2010, 09:37 PM
New Twiggly-Wiggly uploaded - 0.6

1. There's now a level 7 in place for those advanced players. Unfortunately it still says "Level 6" when it starts up, but take it from me - it's level 7.
2. Negative gravy should affect all balls in play.


Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 29, 2010, 06:25 AM
Thank you both, for useful comments. Not sure about the aiming any more. Beginning to wonder if it's somehow a little bit PC-specific...

I haven't noticed any change in the aiming, so I'm happy.. maybe deozaan's mouse needs calibration :)
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 29, 2010, 06:52 AM
3. A couple of surprises will happen 1% of the time!

Holy Green bumpers batman!  Level 1, 10 green bumpers in play, got a ball trio, ball frenzy, ball trio, pong mode, tracking x 2 and who knows what else all in one shot  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 29, 2010, 07:24 AM
New Twiggly-Wiggly uploaded - 0.6
1. There's now a level 7 in place for those advanced players. Unfortunately it still says "Level 6" when it starts up, but take it from me - it's level 7.

Very twiggly-wiggly indeed!

Nice work.

Couple of bits of feedback.

1) Assassin balls, when aiming for the lower rows are often over enthusiastic and just head straight out of bands
2) which means on your next shot the ball will be an assassin, but not an iron ball
3) the ball remains an iron ball if the ball is still in play after assassin time is over
4) i like the orderly way that assassins select their targets (left to right, row by row), but could you possible make them sometimes head for their closest neighbours, possibly mitigating the effect described in 1.

Highest score tonight was 2.2mill, i'll get you next time JavaJones, next time...
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 29, 2010, 06:42 PM
New Twiggly-Wiggly uploaded - 0.6

1. There's now a level 7 in place for those advanced players. Unfortunately it still says "Level 6" when it starts up, but take it from me - it's level 7.
2. Negative gravy should affect all balls in play.


Mmm, gravy... :drinksmiley:

Now, I'm just wondering, are you going to release the source?  I'm no java expert, so I don't care anyways, but just want to know.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on January 30, 2010, 07:51 AM
Bring back the old assassin, this new one just circles and circles and circles and circles until time runs out...   :'(

Some more ideas to take away from your free time.

I think the extra wide paddle bonus is the most useless bonus of all, could you consider making it wider (like 50% of the screen).
Neg-a-grav is still annoying, could you give neg-a-grav power bumpers so that when bouncing off the ceiling the ball can make it all the way to the bottom row.
I think level 8 should have red bumpers that actively run away from the ball  :D
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 30, 2010, 12:27 PM
Bring back the old assassin, this new one just circles and circles and circles and circles until time runs out...   :'(

Funnily enough its behaviour has not changed - just the fact it's 'iron' - but I can try and do something about it getting stuck in a holding pattern.

Some more ideas to take away from your free time.

I think the extra wide paddle bonus is the most useless bonus of all, could you consider making it wider (like 50% of the screen).
Neg-a-grav is still annoying, could you give neg-a-grav power bumpers so that when bouncing off the ceiling the ball can make it all the way to the bottom row.
I think level 8 should have red bumpers that actively run away from the ball  :D

Got it! I'll give this some serious consideration. I do appreciate everyone's feedback: I think it's really helped the game improve  :)
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 30, 2010, 12:30 PM
New Twiggly-Wiggly uploaded - 0.6

1. There's now a level 7 in place for those advanced players. Unfortunately it still says "Level 6" when it starts up, but take it from me - it's level 7.
2. Negative gravy should affect all balls in play.


Mmm, gravy... :drinksmiley:

Now, I'm just wondering, are you going to release the source?  I'm no java expert, so I don't care anyways, but just want to know.

Whoops! I must've been typing this while hungry.

Source code is available to anyone who expresses an interest.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on January 30, 2010, 09:08 PM
Okay, just asking.

If you get ball duo, trio, or frenzy and the catcher gets some, at the very top it only displays up to six.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 31, 2010, 12:01 PM
Yes that's deliberate... I suppose I could have them build up.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 31, 2010, 05:08 PM
I gotta say, neg-a-grav is a real "downer" (no pun intended! hehe) most of the time. Pretty boring compared to most of the other powerups, and mostly just makes the ball bounce off the ceiling a bunch, hitting very few bumpers. That combined with its seemingly shorter time (or is it random?), makes it my least favorite powerup next to the long paddle. I agree if the long paddle was even longer it'd be better. :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on January 31, 2010, 07:26 PM
I'll fiddle with some settings - maybe I'll couple neg-a-grav with some other new feature!
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on January 31, 2010, 10:29 PM
Sounds good! Can't wait to see what you come up with. And thanks for sticking with this! :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 01, 2010, 06:45 AM
1. I _think_ that the assassin frenzy bug is fixed. My test case is now ok anyway.

Frenzied-Assassin's Bug happened again, sorry to report.  Only the original ball was an iron ball.  Also I've noticed that the ball remains an iron ball after the assassin timer expires (did I already mention that).
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 01, 2010, 09:19 AM
0.6? Ball does indeed remain iron... I'm on it!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 01, 2010, 09:41 PM
Sounds good! Can't wait to see what you come up with. And thanks for sticking with this! :)

- Oshyan

I would not be much of a 'Donation Coder' if I did not support my donors! You all know who you are and I thank you very much.

Now, to business: Twigatelle 0.7

1. Improved colours on the curved blue bumpers
2. Improved assassin ball - less likely to go into a loop - but I'm still twiddling it!
3. The big bonus paddle is really, really big. Yet I still miss the stupid thing all the time  :mad:
4. New "special feature" triggered off the green bumpers - I'll leave you to discover it - to replace negative gravy
5. New Level 8 in place
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on February 02, 2010, 03:14 AM
I can't remember if I mentioned this or not, but one time I managed to clear away all the pegs from a level upon completing it. I was disappointed that there was no super mega bonus for this amazing (and lucky) accomplishment.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 02, 2010, 03:36 AM
I can't remember if I mentioned this or not, but one time I managed to clear away all the pegs from a level upon completing it. I was disappointed that there was no super mega bonus for this amazing (and lucky) accomplishment.

I've been wondering about that myself, there should definitely be an extra bonus for clearing all pegs.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 02, 2010, 09:23 AM
Ok ok ok. Boy you guys want the moon on a stick...  :-\

I'll try and think of something grand  8)
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 03, 2010, 06:48 AM
I'll try and think of something grand  8)

I'd be happy with fireworks  :D  or (said in your best dr evil voice) 1 million points
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 03, 2010, 07:45 AM
0.7!  Great work!

I like the super wide paddle.  I got some new bonus called a switcheroo, but I have no idea what it did :).

Level 8 still eludes me at this stage, I'm struggling to get past level 6.  Keep up the good work.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 03, 2010, 09:19 AM
0.7!  Great work!

I like the super wide paddle.  I got some new bonus called a switcheroo, but I have no idea what it did :).

Level 8 still eludes me at this stage, I'm struggling to get past level 6.  Keep up the good work.

Ah yes - it does do something, but hard to notice. I'll make it more flamboyant.

Has no-one got to level 8 yet? Dang!

Level selection screen is in the works.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on February 03, 2010, 05:31 PM
I got some new bonus called a switcheroo, but I have no idea what it did :).

I've never gotten it or seen it, but my guess is that it switches the pegs around. Or in other words, red pegs are switched with some blue pegs. So now you have to aim at different places.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 03, 2010, 05:59 PM
I got some new bonus called a switcheroo, but I have no idea what it did :).

I've never gotten it or seen it, but my guess is that it switches the pegs around. Or in other words, red pegs are switched with some blue pegs. So now you have to aim at different places.

Ah, he's no dummy that deozaan  :up:

All bonuses have about an equal 10% chance of appearing. I may twiddle that later.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 04, 2010, 05:32 AM
I got some new bonus called a switcheroo, but I have no idea what it did :).

I've never gotten it or seen it, but my guess is that it switches the pegs around. Or in other words, red pegs are switched with some blue pegs. So now you have to aim at different places.

Ah, he's no dummy that deozaan  :up:

All bonuses have about an equal 10% chance of appearing. I may twiddle that later.

Funnily enough that was my guess too, however as it was my first shot on the first level I couldn't remember where all the pegs were originally :)
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 05, 2010, 07:25 AM
Level 8 rocks!  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 05, 2010, 09:22 AM
Level 8 rocks!  :Thmbsup:

Thank you very much!

I'm working on a complete set of such shapes so that folks can create their own custom levels simply from notepad.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 05, 2010, 06:10 PM
New release online: 0.8

1. The all-important level selection is now in place. Just think: you'll never have to play level 5 again  :D

2. The switcheroo is now very unsubtle

3. Various texts added

Good luck. I'll try and add a new level over the weekend. The idea is one a week. Anyone got any suggestions?
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 06, 2010, 03:44 AM
2. The switcheroo is now very unsubtle

hehe, I got the switcheroo a few times on level 5, it was definitely not subtle that time, I can't wait to see what you've done.

Good luck. I'll try and add a new level over the weekend. The idea is one a week. Anyone got any suggestions?

Well after seeing level 8, I think you absolutely need a Cody level, and if you're going to have a Cody level, Twiggles and Cobbe will get jealous if they don't have they're own levels.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 06, 2010, 10:50 AM
2. The switcheroo is now very unsubtle

hehe, I got the switcheroo a few times on level 5, it was definitely not subtle that time, I can't wait to see what you've done.

Good luck. I'll try and add a new level over the weekend. The idea is one a week. Anyone got any suggestions?

Well after seeing level 8, I think you absolutely need a Cody level, and if you're going to have a Cody level, Twiggles and Cobbe will get jealous if they don't have they're own levels.

Genius. That's the only word for it.

Well, and "difficult" that's a good word too, but I'll give it a go!
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on February 06, 2010, 08:29 PM
I like how every level is unique and not just "harder".  :)
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 06, 2010, 08:49 PM
I like how every level is unique and not just "harder".  :)

Thanks cyeb. It's more like every level was "cranked out by me in order to test something" at the moment. Lots more levels to come!
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on February 13, 2010, 04:01 PM
Hey, dig that crazy new level 7! Level 6 is hard. I find that on some levels it's back to mostly luck wherein I win only when I get the right powerups. Haven't seen level 8 yet...

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 13, 2010, 05:26 PM
True. 6 is a bit reliant on (say) a frenzy or an assassin. I'm working on some levels which hopefull require a bit of skill...

Thanks for your comments on 7. Good luck getting through to 8. That's where the fun starts. :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on February 13, 2010, 06:01 PM
8 is very cute. Just got there a bit ago. I hope you keep adding stuff, I love revisiting this thing over time and seeing how it evolves. It's become a pretty darn good game. :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 14, 2010, 07:03 PM
Twigatelle 0.9 is now uploaded - Twiggles' Valentine gift to you all.

One new level added :-*

Still to come:
- additional bonus features when you hit the bonus bumpers
- new ways to score
- skins
- credits so that I can greet DC donors and contributors
- new levels of course!

Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on February 14, 2010, 07:46 PM
Beware! this game is addictive!
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on February 14, 2010, 11:12 PM
New level = awww. Nice one. :) Although it is somewhat date-specific. :D

Assassin is *wicked* on levels 8 and 9 (makes them a lot more do-able).

And now, drum roll please... new high score, 3 mil! :)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 15, 2010, 05:01 AM
Assassin still annoys me....  >:(

When there's not many pegs left, assassin too often just goes out of bounds, then on your next shot, there's nothing you can do because assassin is still active, you shoot, and the assassin just heads straight out of play..
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 15, 2010, 05:03 AM
Bug Report: While pong mode is active, if the next bonus is tracking, then tracking ends when pong mode ends.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on February 15, 2010, 06:06 AM
When there's not many pegs left, assassin too often just goes out of bounds, then on your next shot, there's nothing you can do because assassin is still active, you shoot, and the assassin just heads straight out of play..

hahahaha.
don't fix this please! it's just one of the things that makes Twigatelle so cool.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 15, 2010, 09:59 AM
When there's not many pegs left, assassin too often just goes out of bounds, then on your next shot, there's nothing you can do because assassin is still active, you shoot, and the assassin just heads straight out of play..

hahahaha.
don't fix this please! it's just one of the things that makes Twigatelle so cool.


Ooh now I'm in a quandry! What I _can_ do is to make the assassin a bit smarter about diving into oblivion. Hopefully while still keeping enough comedic effect for mouser.

Thank you all for your continued comments and feedback.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on February 15, 2010, 10:30 AM
let it keep it's personality.. these are not bugs.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 15, 2010, 05:27 PM
Twigatelle 1.0 is in place!

- New level (mouser, this one's specially for you)
- and the assassin ball has been tweaked by some small diplomatic amount so as to keep both mouser and the kwakster happy  :P
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on February 16, 2010, 05:30 AM
Thanks timnster  ;D

Level 10  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on February 19, 2010, 10:03 AM
I hate to  spoil the surprise (thank you kwaky for your tact in the previous post).

But I'm so happy with DC at the moment, I gotta share level 10: who wouldn't want to bounce off DC.com?  :D

[ You are not allowed to view attachments ]

Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on March 14, 2010, 12:33 PM
Folks, sorry all has been quiet for the last couple of weeks. I have been away and am in frantic catch-up mode right now. As soon as the dust settles I shall be releasing more levels (and hopefully other new features) for this game.

Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 15, 2010, 12:01 AM
Level 10 looks both incredibly awesome and impossible to finish!

Of course, that's assuming I ever get there in the first place... It's been a while since I tried Twigatelle. I'll have to check out the latest updates. (c:
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 15, 2010, 12:21 AM
I just came across something interesting: I hit the final red bar and then the ball ricocheted and hit a green bar. The green bar did nothing at all.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 15, 2010, 12:35 AM
Just got to level 6 for the first time. What a fun level!

On level 7, I cleared away all the red pegs, but I had one ball left and it let me shoot again, then it gave me a game over.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 15, 2010, 12:48 AM
I'm curious about why this happens this way:

Ball Duo: Shoots out 1 extra ball so there are 2 total.
Ball Trio: Shoots out 3 extra balls so there are 4 total.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 15, 2010, 01:10 AM
I finally beat level 8 and the next level was... level 8?

Carp! I've been playing version 0.7 this whole time!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on March 15, 2010, 01:28 PM
Oh no, nooooo. The only consolation (for me) is that explains the odd behaviour relating to the last bug reports of yours.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on March 15, 2010, 03:01 PM
Hooray for renewed activity in this thread, and new upcoming levels!  :-*

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on March 22, 2010, 09:45 PM
Yes folks, I finally uploaded Twigatelle 1.1!

New level (11), small tweaks to the bounce, but just a general update to show that I'm back in action  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on March 23, 2010, 01:54 AM
Yes folks, I finally uploaded Twigatelle 1.1!

New level (11), small tweaks to the bounce, but just a general update to show that I'm back in action  :Thmbsup:

Okay so I just ran it and I finally managed to get it to update itself, but for some reason it only updated to version 1.0.

So if you've fixed this in version 1.1 please ignore:

If I lose and click retry (or if I win and go to the next level) while the pegs are still popping and points are flying toward the score, all those special effects disappear while the pegs fly into place, but then they reappear and the points fly toward the score (but do not add to it) and the popping peg effects burst (but pegs stay put).


How the heck did this miss?

[ You are not allowed to view attachments ]

This is what I'm talking about when I say the aiming still feels off. When I launch the ball, I expect the center of the ball to end up exactly where my mouse is pointing. This is not happening, and it makes aiming at any distance to be wonky. It's not that I mind missing a peg if my aim is bad, it's just that for some reason it invokes the emotion of being cheated or slighted. It makes me feel like the game is unfair. As such, I have a really hard time completing any of the levels. Almost every single round I play, the ball often does not ricochet the way I was expecting because it's not in the place I told it to go.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on March 23, 2010, 05:32 AM
Deozaan,

The ball has weight, and flies as you would expect a rock to when thrown.  The canon pops the ball out with enough force to get the ball to the edge if the screen, not more.  Look at the line of the shot, you'll see it gently falls away, those shots you need to aim just above the peg, especially on the edges.

At least this is my interpretation and it works for me.   :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on March 23, 2010, 05:33 AM
Yes folks, I finally uploaded Twigatelle 1.1!

New level (11), small tweaks to the bounce, but just a general update to show that I'm back in action  :Thmbsup:

Hi Timns, bad news, my twigatelle's not updating either.
Title: Re: NANY 2010 Release: Twigatelle
Post by: app103 on March 23, 2010, 08:27 AM
Made it up to level 5 6 10 and now I have to quit, else this game is going to end up taking over my life.  :-[

Much too addictive!  ;D

EDIT: Can't help it, had to change highest level completed...again. Damn, this game won't let me get back to my life. Help!  :o
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on March 23, 2010, 09:44 AM
Dagnabbit, what happened to 1.1?

Ok, it's definitely there: I just got it to download and install a moment ago. No idea why Java Web Start does not update you sometimes - I'll do some googling.

Thank you all, for all comments :)

Dezoaan, I'll still look into your aiming, since you seem to have experienced more issues than everyone else combined  :o
Title: Re: NANY 2010 Release: Twigatelle
Post by: app103 on March 25, 2010, 08:39 PM
Level 10 was a hard one!  :o

Finally got through it and level 11 too. Now I'll get back to my life while I patiently wait for level 12.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on March 25, 2010, 09:20 PM
Level 10 was a hard one!  :o

Finally got through it and level 11 too. Now I'll get back to my life while I patiently wait for level 12.

12 should roll out over the weekend! Congratulations for being the first to complete level 11 (that I know of)
 :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on March 26, 2010, 06:31 AM
Level 10 was a hard one!  :o

Finally got through it and level 11 too. Now I'll get back to my life while I patiently wait for level 12.

12 should roll out over the weekend! Congratulations for being the first to complete level 11 (that I know of)
 :Thmbsup:

Well done April.

Downloading the update now... hmm sleep or twigatelle?   :-\
Title: Re: NANY 2010 Release: Twigatelle
Post by: Cyeb on March 28, 2010, 02:12 PM
Ahh, I haven't commented in a while.  I switched out my age-old Windows XP for Ubuntu, lost all of my bookmarks, and just about forgot about Twigatelle for a few weeks.  Gonna download that right now and check out the new levels!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 12, 2010, 10:16 PM
Sorry all - it's been way too quiet in here lately.

Anyway, I just uploaded Twiggles 1.2 to the usual place. Please give 'er a whirl.

No deep changes, just 2 new levels to keep things ticking over while I make some more interesting mods.

This time around, it downloaded for me right away, but please check the version number on the main screen to be sure you're bouncing around with 1.2!
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 13, 2010, 09:07 AM
downloading!  :D
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 13, 2010, 09:18 AM
downloading!  :D

[ You are not allowed to view attachments ]
 :'(
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 13, 2010, 11:18 AM
Can you get me the 'Details' please? Launching ok here
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 13, 2010, 09:44 PM
Twiggles 1.3 just uploaded. Another new level (so that's 14 now) plus a new bonus. Kudos go to the first person to spot the new bonus thingy  :Thmbsup:

Kwacky1, please let me know if this one works ok for you!
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 14, 2010, 03:10 AM
New = lightning bolts that don't do anything and ball INSANITY? Thank god for Ball INSANITY on level 10, it helped help me *barely* win finally. I swear that's the hardest level. :P

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. ;)

So what do the lighting bolts do...?

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 14, 2010, 09:56 AM
Oops, I left the lightning in? That was just me tinkering with a new effect. They'll do something at some point soon.

Thanks for your other thoughts - I'll do something random with Mr Pong.

Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 18, 2010, 07:20 AM
Kwacky1, please let me know if this one works ok for you!

Indeed it does!

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. ;)

I second that...

ps. love insanity and the new levels..
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 18, 2010, 12:57 PM
Kwacky1, please let me know if this one works ok for you!

Indeed it does!

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. ;)

I second that...

ps. love insanity and the new levels..

All taken care of in 1.5, which I shall be uploading on Monday. Plus at least one more new level!
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 19, 2010, 09:09 PM
Ok, 1.5 in place. Now 16 levels. Go get 'em!
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 19, 2010, 10:36 PM
Woohoo, first hit on level 1 = ball insanity! Off to a good start. :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 21, 2010, 09:40 PM
1.6 uploaded - one new level: my homage to video games of old  :-*

When we get to 20 levels in place, I'll introduce the new scoring system. But in the meantime, does anyone have any requests or suggestions for level designs?

As you can see, I'm trying to make them more animated.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 21, 2010, 10:07 PM
i have an idea for a new special ball type.. when activated you have a certain amount of time when you can draw bumpers on the screen.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 21, 2010, 10:13 PM
question: what determines whether a colored bumper turns into a special ball? or is that a mystery i'm not supposed to be able to figure out?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 21, 2010, 10:31 PM
question: what determines whether a colored bumper turns into a special ball? or is that a mystery i'm not supposed to be able to figure out?

It's all to do with the colour of the bumper itself me old mate...  :Thmbsup:

Now: as to what TYPE of special ball - at the moment that is quite random, but it may be fun to have the player influence it somehow. Thinking cap on: thank you mouser.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 21, 2010, 10:46 PM
sometimes purple are special balls.. but sometimes they are normal..
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 22, 2010, 07:33 AM
How about the ability to keep some 'specials' for later deployment.

For example, the big catcher is heaps better now, but it's not much fun in the early levels or when you've only got 1 red peg left to hit, it'd add a bit of strategy to keep it for times of need like your last shot with 2 pegs to go, or when you get a ball insanity bonus  ;D

Title: Re: NANY 2010 Release: Twigatelle
Post by: cranioscopical on April 22, 2010, 07:57 AM
sometimes purple are special balls.. but sometimes they are normal..
Have you considered switching to Fruit of the Loom?
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 22, 2010, 11:56 AM
I agree with kwacky. One way or another I think the game needs ways to make it still more strategic and skill-based, and being able to save powerups for later is an interesting possibility.

As it is I find myself trying for the green pegs on almost every level straight off because I know my best chance of winning is getting a multi-ball of some kind, or assassin. Without either of those my chances are diminished significantly. I think it would be virtually impossible to make it through all current levels without losing once, and I think if that's true, it's not the best design. A game shouldn't *force* you to lose, you should always have the ability (IMHO) to get better at the game and thus pull off a win. While theoretically you could become an expert at predicting bounce mechanics and figure out the exact right angles to bounce all pegs and win, practically speaking it's virtually impossible. I find luck guiding my progress more than anything, and while that is fun when you do get good luck, very often you get no or even bad luck, and that's not so fun. ;)

Anyway, I keep playing this game, every time a new release comes out if not more often, so I *like* it. But at the same time it drives me crazy quite often. ;)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 22, 2010, 12:22 PM
A thoughtful and useful comment there Mr JJ! Thank you. I'll do some thinking about what can be done to avoid relying on pure luck.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 22, 2010, 12:47 PM
I have some thoughts and suggestions if you're curious. ;)

In fact, I think one of the things that would both make the game more enjoyable generally, and more accessible to all levels of players, would be to institute the "difficulty settings" I described in a previous post. I'm not sure how hard it would be, but just being able to vary the "average number of green pegs" per level would help a lot! Here's my previous post:
https://www.donationcoder.com/forum/index.php?topic=20943.msg192343#msg192343
You may notice I already mentioned the "store up powerups" idea back then, which I had actually forgotten about. ;)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 22, 2010, 12:53 PM
Excellent stuff. I'll paste your comments into the top of my ideas list!
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 22, 2010, 06:04 PM
a way to avoid difficulty settings would be that each time you retry a level there is 1 added green bumper, etc.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 23, 2010, 07:45 AM
a way to avoid difficulty settings would be that each time you retry a level there is 1 added green bumper, etc.

 ;D by the time you got to level 5 you'd have all green pegs  :D
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 23, 2010, 07:47 AM
i meant that every time you fail a level and have to retry it, you get one extra peg, for that level only.
on next level it starts back at normal again.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 23, 2010, 07:54 AM
 :o Oh No!
[attachthumb=#1][/attachthumb]
Just kicked off a game of 1.6, got a ball duo, immediately followed by an assasin.  Ball 1 was new iron ball assasin, Ball 2 was old school wussy assasin.  After the timer ran out, Ball 1 dropped off the screen but Ball 2 kept going strong, and then started orbiting the penultimate red peg to infinity and beyond.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 23, 2010, 08:15 AM
 :Thmbsup:
Well done timns, level 15, 16 and 17 are my new favourites!  :-*
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 23, 2010, 09:49 AM
:o Oh No! (see attachment in previous post (https://www.donationcoder.com/forum/index.php?topic=20943.msg202783#msg202783))Just kicked off a game of 1.6, got a ball duo, immediately followed by an assasin.  Ball 1 was new iron ball assasin, Ball 2 was old school wussy assasin.  After the timer ran out, Ball 1 dropped off the screen but Ball 2 kept going strong, and then started orbiting the penultimate red peg to infinity and beyond.


$#@#!!! , *&&^%^%&!!! and also $#%#$%#%#%$#$#$#$#!!!!!!!!!!

Ok I'll try and find out what happened. And thank you for the comments on the new levels!
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 23, 2010, 10:28 AM
may i suggest that you not try to fix such "bugs" -- i think of them as wonderful delights that should not be exterminated.
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 24, 2010, 07:35 AM
may i suggest that you not try to fix such "bugs" -- i think of them as wonderful delights that should not be exterminated.

I don't mind the bug itself, just have a way to end the level without having to restart.  A terminate current ball option if you will.
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on April 24, 2010, 09:47 AM
just have a way to end the level without having to restart.  A terminate current ball option if you will.

or a "restart the level" button -- this might be good too for aborting once it's clear you aren't going to be able to clear the level.
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 24, 2010, 11:34 AM
You're both right. At the moment 'esc' kills the whole game, which is a bit rotten if you're doing well but are simply off to a really bad start on some level. I'll add such a thingy.

Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 24, 2010, 02:53 PM
Agreed, a "restart level" button would be great.

Another thought just occurred to me with your comment "you're doing well but are simply off to a really bad start on some level". I don't know how you can be "doing well" if you're "off to a bad start on some level" with the current scoring method, where if I lose one level, I lose all my score. I've always been a little miffed by the unforgiving nature of the scoring system, but until now I didn't really think to say anything about it. Now that I'm thinking though, it doesn't really make sense (to me) to throw away any great work you might have done in previous levels, just because you fail on a new one. I *do* think there should be an effect for losing a level, but killing all your points seems unfair. How about a point deduction/reduction/fractioning instead? That way if I do really good for 8 levels and get stuck on the 9th, I won't suddenly lose all my points when I lose the first time, I will have a few chances to win and maintain at least some of my points. This would of course result in overall higher points values and scores would not be comparable with previous versions, but as the current public high score holder, I'm fine with that. ;)

Maybe this is along the lines of what you're already thinking for your "revised scoring system" mentioned earlier?
 
- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 24, 2010, 09:07 PM
Btw, level 17 rules. :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 25, 2010, 11:57 AM
Thank you much! I may do a few more in a similar vein.

Has anyone finished 1 through 17 in one sitting yet? I'm now working on making that more feasible.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on April 25, 2010, 04:09 PM
Yeah, I just did 1-17 last night. 17 is a really tough level because of the moving "mass"! Actually, going through all the levels to get to the latest ones is what I usually do, and maybe others just use the level selector, which could explain why I seem to get more frustrated with the current progression system than others. It took me quite a while and many level redo's, especially the "Donation Coder" level! But still I keep coming back to it and playing, so I must like it a lot. ;)

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: kwacky1 on April 26, 2010, 05:24 AM
I always start at 1, however when new levels are released I'll check 'em out with the level selector.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on April 27, 2010, 01:37 PM
I could use a cheat code for more balls. I'm really terrible at this game. :(
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on April 27, 2010, 01:40 PM
Next version will have a difficulty level - that'll keep you rolling.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on April 27, 2010, 01:42 PM
Next version will have a difficulty level - that'll keep you rolling.

I hope it has a "no-difficulty" level. :-[
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on April 27, 2010, 01:48 PM
It seems like I always get the Pong Mode power up and then the Tracking Mode power up. In that order. But the problem is that either Tracking Mode lasts a shorter length of time than Pong Mode, or when Pong Mode ends it cancels out Tracking Mode.

Whichever the case, it often makes Tracking Mode worthless. )c:
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on September 12, 2010, 07:50 PM
Just came back to complain again about getting Tracking Mode and Pong Mode at the same time. It really is a bummer.

I'd still love a cheat code for "Ultra Casual" mode, in other words, infinite balls. :D

Also, I got an assassin ball that successfully destroyed the remaining red pegs and then even though there was time left on the powerup it headed straight for the paddle. Could it start going after the blue ones if the red ones are all gone?

EDIT:

Hmm, that must have been a fluke. I just played level 4 and for some reason there were like 15 green pegs. Once again probably 5 or 6 of them were "Tracking" but I got two assassin balls and one of them managed to finish off all the red pegs, at which point it just hovered around the location of the final red peg until the timer ran out. Still, it would be an added bonus if it started going after the blue pegs once all the red ones had been tagged.
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on September 12, 2010, 08:10 PM
Woot! I just got my personal best 2.3 million:

[ You are not allowed to view attachments ]

:D
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on September 13, 2010, 12:05 AM
For you old chap, anything. I've not done anything with Twigatelle for a while, which is very poor. As part of my new NANY commitment, I'll fix the tracking and add some new levels.

Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on November 14, 2010, 02:26 AM
Aww Twiggy, I miss ya! :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on November 14, 2010, 08:20 PM
Aww Twiggy, I miss ya! :D

- Oshyan

Consider me poked in the ribs! I'll do some work on this thingy!  :-[
Title: Re: NANY 2010 Release: Twigatelle
Post by: cranioscopical on November 14, 2010, 08:29 PM
Feature request:

Can we have an option to play Twigatelle in the Auspex window, please?
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on November 15, 2010, 09:46 PM
Ok, I have started tinkering with the game again just for fun.

For now, only 2 changes:

1. You can have balls, lots of balls. See the Options screen (I think this was a request from Deozaan)
2. Level 18 added. I shall add some more whacky levels soonish.

So it's now version 1.7, and available from the usual link:

http://www.head-in-the-clouds.com/game/TwigglesGame.html

Now: back to getting it to run as a pop-up auto-Completion in Auspex
Title: Re: NANY 2010 Release: Twigatelle
Post by: Deozaan on November 15, 2010, 10:16 PM
Wow. I wish I could have seen this one...

I was playing the game when I remembered I had left some noodles cooking on the stove, so I took my first turn on level 2, firing a ball as I got up to take care of dinner. As I was getting the noodles out of the pot I noticed the music coming from the office was different. . .

I came back to the PC to find that it was playing the "Level complete" music. Somehow that one shot completed the level.

[ You are not allowed to view attachments ]

That must have been the best shot ever. And nobody witnessed it. :(

Hmm... If a ball completes the level in Twigatelle and nobody's around to see it, did it really happen?
Title: Re: NANY 2010 Release: Twigatelle
Post by: mouser on November 16, 2010, 08:29 AM
 ;D ;D ;D
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on November 16, 2010, 10:00 AM
Oh boy, I shall have to put an instant replay feature in place...

I'm fairly sure that would 'rock' as kwacky1 might say  :Thmbsup:
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on November 19, 2010, 01:29 AM
Instant replay is a great idea! And now that you're back to working on it, I hope you'll look back at some of my earlier feature requests and consider them again. :D
https://www.donationcoder.com/forum/index.php?topic=20943.msg191985#msg191985 (control of paddle on the bottom - think left hand on left/right arrows, right hand on mouse)
https://www.donationcoder.com/forum/index.php?topic=20943.msg192343#msg192343 (moving bumpers, dials/preferences for amount of red/blue/green bumpers)
https://www.donationcoder.com/forum/index.php?topic=20943.msg202707#msg202707 (echoing someone else's idea of saving powerups, and general sentiment that gameplay needs to be a bit more strategic)
https://www.donationcoder.com/forum/index.php?topic=20943.msg202906#msg202906 (revised scoring)

And what ever happened to the lighting bolts? :D

- Oshyan
Title: Re: NANY 2010 Release: Twigatelle
Post by: timns on November 19, 2010, 09:54 AM
Instant replay is a great idea! And now that you're back to working on it, I hope you'll look back at some of my earlier feature requests and consider them again. :D
https://www.donationcoder.com/forum/index.php?topic=20943.msg191985#msg191985 (control of paddle on the bottom - think left hand on left/right arrows, right hand on mouse)
https://www.donationcoder.com/forum/index.php?topic=20943.msg192343#msg192343 (moving bumpers, dials/preferences for amount of red/blue/green bumpers)
https://www.donationcoder.com/forum/index.php?topic=20943.msg202707#msg202707 (echoing someone else's idea of saving powerups, and general sentiment that gameplay needs to be a bit more strategic)
https://www.donationcoder.com/forum/index.php?topic=20943.msg202906#msg202906 (revised scoring)

And what ever happened to the lighting bolts? :D

- Oshyan

Help! I've awoken the slumbering request beast  ;D

But yes, these are all top suggestions and I shall definitely be doing some more on the game, especially over the holidays.
Title: Re: NANY 2010 Release: Twigatelle
Post by: JavaJones on November 19, 2010, 02:25 PM
Hehe, no pressure. Just wanted to make sure they're on your "potential features to implement" list. I leave it to you to determine what you actually put in. :D

- Oshyan