Omnimaga
General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: Juju on September 29, 2013, 08:14:12 pm
-
Supersonic Ball is a PC port of the TI-84+ game of the same name by DJ Omnimaga (http://ourl.ca/19607) with lots of new features like:
- Color!
- Realistic gravity!
- Powerups!
- Other interesting stuff!
Coming soon on your computer on October 4th! You can get updated on the progress on here and on my blog on http://blog.juju2143.ca.
-
Nice to see it's almost done. :D Care to cross-post what's left to implement here? (in case people don't want to go on another site to see it)
-
Sure thing.
- Add the rest of the levels
- Add better graphics and music (including characters, I’ll choose them real soon)
- Intro/Game over/You won screens/cutscenes
- Tweak the physics
- Add powerups/stuff that does the opposite of powerups (I have an idea ans it’s pretty awesome :P)
- Moar testing
- Write an essay about all of it
-
Will the levels be based off on the original game btw?
-
Yes, at least the same starting parameters. The RNG may differ.
-
Ok cool. I guess adding extra features wouldn't hurt either, since the original game was intended to be small. On a computer you are not limited by 83+ space. :P
-
True, there's virtually no limit on a computer. Plus I'm making this for school and they required to make an extra feature.
-
Ha, awesome!
that's one day before my b-day,lol
-
What I would add as new feature (that I originally planned in the tilemap version of SSB that was later scrapped in favor of a randomized linear mapping engine) are obstacles that appears every now and then in the middle of the track, such as dashes that makes you go faster or push you back in the opposite direction, arrows that instantly changes your direction (whenever the game detects that the ceiling is considerably higher than the floor, there could even be vertical arrows), as well as maybe traps that kills you.
-
What I thought of is a gravity reverser, but it's all good ideas.
-
Yeah that could work too.
-
Fine. Can't wait to have a go! Why so much suspense? ???
-
Because why not? I like suspense. :P
-
Suspense is cool ;D well not too much I guess ...
*TheMachine02 run
-
Here we go I made a main page :3
http://julosoft.net/supersonicball/
What's left:
- this rndintrv thingy
- jumping is still bad and buggy
- stuff I planned that isn't in the original version
-
It immediately crashes on my Hackintosh install in VirtualBox:
Process: love [2453]
Path: /Users/USER/Downloads/supersonicball.app/Contents/MacOS/love
Identifier: net.julosoft.supersonicball
Version: 0.9.0.131004 (???)
Code Type: X86-64 (Native)
Parent Process: launchd [124]
User ID: 501
Date/Time: 2013-10-05 23:32:43.681 +0200
OS Version: Mac OS X 10.8.5 (12F45)
Report Version: 10
Interval Since Last Report: 11221 sec
Crashes Since Last Report: 3
Per-App Crashes Since Last Report: 2
Anonymous UUID: 5D73AD55-1BAD-DD6A-EA6D-791920B92C5B
Crashed Thread: 0
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Application Specific Information:
dyld: launch, loading dependent libraries
Dyld Error Message:
Library not loaded: @executable_path/../Frameworks/mpg123.framework/mpg123
Referenced from: /Users/USER/Downloads/supersonicball.app/Contents/MacOS/love
Reason: no suitable image found. Did find:
/Users/sijmen/Downloads/supersonicball.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
/Users/sijmen/Downloads/supersonicball.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
Binary Images:
0x100000000 - 0x10010afff +net.julosoft.supersonicball (0.9.0.131004 - ???) <55884D60-FF21-38B1-B1AF-A29D0FF7D2AA> /Users/USER/Downloads/supersonicball.app/Contents/MacOS/love
0x100136000 - 0x1001f4fe7 +com.yourcompany.IL (1.0 - 1) <252183F9-B853-3F05-802E-DAE8F7D2C690> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/IL.framework/Versions/A/IL
0x1002bd000 - 0x100584fff +org.xiph.vorbis (1.2.3 - 1.2.3) <9DA8A1B1-9C55-34CF-B885-F373BA862C81> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/Vorbis.framework/Versions/A/Vorbis
0x1005bd000 - 0x1005e8fff com.apple.audio.OpenAL (1.6 - 1.6) <0FBA7491-B817-39EE-8898-FF88C9485B50> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x1005f9000 - 0x10067dff7 +org.freetype.FreeType (2.4.3 - 243) <CA9CDEEB-E0F5-3B5C-A6E0-0BBB23576740> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/FreeType.framework/Versions/A/FreeType
0x100689000 - 0x1006e0fff +SDL (1.2.14 - 1.2.14) <C726704D-C3D9-37D1-800E-9D92D9870EAE> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/SDL.framework/Versions/A/SDL
0x1006f3000 - 0x100715ff7 +org.lua.Lua (1.0 - 1) <110B6824-6041-328F-8559-AEC2997F911C> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/Lua.framework/Versions/A/Lua
0x10071f000 - 0x100722fff +org.xiph.ogg (1.1.4 - 1.1.4) <04D2EFA2-8B0C-3CD4-9400-9AD518AA208A> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg
0x100725000 - 0x100744ff7 +org.icculus.physfs (1.0 - 1) <545A393F-CE8F-3FA3-87FF-C288A699128E> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/physfs.framework/Versions/A/physfs
0x10074e000 - 0x10078dff7 +net.sourceforge.libmodplug (1.0 - 1) <AF1BB950-8E55-3D7A-89BC-44D24217A325> /Users/USER/Downloads/supersonicball.app/Contents/Frameworks/libmodplug.framework/Versions/A/libmodplug
0x7fff648c9000 - 0x7fff648fd93f dyld (210.2.3) <36CAA36E-72BC-3E48-96D9-B96A2DF77730> /usr/lib/dyld
0x7fff88873000 - 0x7fff88873fff com.apple.Cocoa (6.7 - 19) <1F77945C-F37A-3171-B22E-F7AB0FCBB4D4> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x7fff8daab000 - 0x7fff8dabafff com.apple.opengl (1.8.10 - 1.8.10) <AD49CF56-B7C1-3598-8610-58532FC41345> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
Model: MacPro3,1, BootROM MP31.006C.B05, 2 processors, Intel Core i5, 2.92 GHz, 2 GB, SMC
Graphics: Display, PCI, 6 MB
Network Service: Ethernet, Ethernet, en0
Serial ATA Device: VBOX HARDDISK, 53.69 GB
Parallel ATA Device: VBOX CD-ROM
USB Device: USB Keyboard, 0x80ee, 0x0010, 0x9f100000 / 3
USB Device: USB Tablet, 0x80ee, 0x0021, 0x9f200000 / 2
Looks like some kind of missing library or something
-
Btw I tried the demo you sent me and it looks really nice and fun. Just the jumping was broken and by level 6 or so I think some tiles didn't really match the original.
-
Vijfhoek: Well damn. I didn't had time to try it on my Mac yet. I'll check it out. (And this is what I gave my video game teacher yesterday .__.)
Download LÖVE from the website (http://love2d.org), download the source version and run the .love until then.
EDIT: fixed, please redownload it from the download page.
DJ: Yeah, jumping is indeed broken, for the graphics, didn't had time either to ask you for that, just tell me what's wrong, which graphics goes where and I'll fix it in the next version.
-
Just tried it out, it was fun, the the level pack is IMO a bit easy :P
-
Yeah the issue is that the main levels are identical to the TI-83+ version, but the original game had a speed limit and different physics/jumping behavior that made it much harder. In the PC version it's now possible to beat almost every level by just holding down the right arrow and there's no speed limit for the ball.
-
Yeah the issue is that the main levels are identical to the TI-83+ version, but the original game had a speed limit and different physics/jumping behavior that made it much harder. In the PC version it's now possible to beat almost every level by just holding down the right arrow and there's no speed limit for the ball.
I was actually working on revamping some more stuff with the levels and enabling completely custom stuff easily, but my /home was partially corrupted and I lost the work. Also, have you tried the infinite level? It has a much more stringent time limit.
-
Oh right I think I remember the infinite level. Didn't it have a 8 seconds time limit that extended over and over after every 100 block?
Also I think another thing is that in the original game, once you reached level 16, you looped back at level 1 but the time allocated to each level decreased over and over as you looped through the 16 levels. In the computer version the game ends after level 16.
-
I'll just leave this here. It has all the downloads so far.
https://github.com/juju2143/supersonicball/releases
-
I'll just leave this here. It has all the downloads so far.
https://github.com/juju2143/supersonicball/releases
And you can also install it on arch from the omni repo (http://repo.omnimaga.org)
-
What is new in the latest version btw? I just tried it last night and couldn't see any difference compared to 0.9.2 ???
-
The new thing is mainly Android compatibility and Android-specific controls.
-
Wait, since when can you program fro android in love? I thought for android you had to program in java?
-
Wait, since when can you program fro android in love? I thought for android you had to program in java?
Well, check this out. (https://bitbucket.org/MartinFelis/love-android-sdl2)
-
Wait, since when can you program fro android in love? I thought for android you had to program in java?
Android supports native code so you can do whatever you want. :P
Also even though the main language for Dalvik is Java, it's architecture is waaaay different from a standard JVM. Actually, it's not the same at all. ;)
-
In short, you can program in C++ with the NDK (that's how Löve has been ported) and Dalvik is a JVM on steroids.
-
I found a game-breaking bug where you can get stuck!
(http://img.ourl.ca/06-3.png)
-
I had this happen in the calc version once then after mashing 2nd I got through the walls O.O
-
That happens sometimes. Press R to restart the level. Or something like that.
-
On a side note, you should really update this game so that the game resolution is fixed to 856x480 stretched (or 640x480 in 4:3 mode) and graphics scaled up/down depending of the window size.
That way, nobody gains unfair advantage on others and in the Android version this could reduce lag.
Also, are you rendering the entire 350x32 map (or whatever the size was) every frame? Because that could explain why the game lags so much on my Nexus 5. Just drawing what's visible (eg 22x17 grid in 4:3 mode would most likely fix this)