Omnimaga

Omnimaga => News => Topic started by: Juju on December 24, 2013, 06:36:28 pm

Title: Supersonic Ball 0.9.1 released!
Post by: Juju on December 24, 2013, 06:36:28 pm
And on the twelveth day of Christmas my favorite website gave to me... The Christmas Update of Supersonic Ball PC the fabulous port of the game of the same name for TI-83+ by DJ Omnimaga!

(http://img.ourl.ca/ssbpc091title.png)

What's new?


Get it while it's hot! (Windows binaries coming soon, for now download LÖVE 0.8.0 or 0.9.0 (https://love2d.org) and the .love source package (http://files.julosoft.net/supersonicball-0.9.1.love).)

Download (http://julosoft.net/supersonicball)
Official thread (http://ourl.ca/17084)

EDIT: Until the next version release, the game does not quite work unless either you download the latest version (https://github.com/juju2143/supersonicball/archive/master.zip) on Github, unzip it and drag the folder on love.exe or you download this file (https://raw.github.com/juju2143/supersonicball/master/json.lua) in the same folder you put the .love in.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 24, 2013, 06:43:49 pm
I got this (running Arch):
Code: [Select]
[brayden@archbook downloads]$ love supersonicball-0.9.1.love
Error: main.lua:3: attempt to call a nil value
stack traceback:
main.lua:3: in function 'load'
[string "boot.lua"]:394: in function <[string "boot.lua"]:387>
[C]: in function 'xpcall'
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Juju on December 24, 2013, 06:53:02 pm
Errr whoops. I forgot to account for case sensitivity on Linux. I'll fix it.

EDIT: Fixed, redownload it. Also woo 5000th post :3
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Sorunome on December 24, 2013, 06:54:08 pm
hehe, lol, i should try it out some time :P
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 25, 2013, 12:28:59 am
Here's a patch for a vector ball:
Code: [Select]
diff -r supersonicball-0.9.1/main.lua supersonicball-0.9.1_custom/main.lua
33c33,53
<
---
>
> function logistic(x)
> return 1/(1+math.exp(-x))
> end
>
> ballcanvas = love.graphics.newCanvas(32,32)
> ballcanvas:renderTo(
> function()
> local r, g, b, a = love.graphics.getColor()
> for i=0,16,.5 do
> local ilog = logistic((i-2)*1.5)
> love.graphics.setColor(ilog*255,152+ilog*103,ilog*255)
> love.graphics.circle("fill",16,16,16/(i+1),100)
> end
> love.graphics.setColor(0,0,0)
> love.graphics.setLineWidth(1)
> love.graphics.line(2,16,30,16)
> love.graphics.line(16,2,16,30)
> love.graphics.setColor(r,g,b,a)
> end)
>
330c350,351
< love.graphics.drawq(sprites, geometry, ball.body:getX(), ball.body:getY(), ball.body:getAngle(), 1, 1, ball.shape:getRadius(), ball.shape:getRadius())
---
> -- love.graphics.drawq(sprites, geometry, ball.body:getX(), ball.body:getY(), ball.body:getAngle(), 1, 1, ball.shape:getRadius(), ball.shape:getRadius())
> love.graphics.draw(ballcanvas, ball.body:getX(), ball.body:getY(), ball.body:getAngle(), 1, 1, ball.shape:getRadius(), ball.shape:getRadius())
Change it manually or use patch on the unzipped supersonicball-0.9.1.love copied to supersonicball-0.9.1_custom.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Juju on December 25, 2013, 01:01:55 am
Thanks for the patch! Fun fact, if you use Git, you can always fork this repository (https://github.com/juju2143/supersonicball) and upload the changes on Github.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 25, 2013, 01:03:46 am
Sorry, missed the GitHub the first time. *derp*
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Juju on December 25, 2013, 01:06:37 am
Don't worry, it wasn't obvious either.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Sorunome on December 25, 2013, 04:26:20 am
it was for me because i am pretty sure i got a email notification :P
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 25, 2013, 09:25:38 am
Problemo: Download link leads to the demo you sent me on October 5th ???. The Title screen is missing and jump key still makes you float (unless that part hasn't changed since October?). I tried both Windows - x86 and Windows - x64 links on the page where the download link in the first post lead and the same thing happens...

(http://img.ourl.ca/titlescreen.png)


EDIT: Actually nevermind, I just realized the Windows binaries weren't ready yet and now tried the source. However, I now get the same error as bb010g from the http://files.julosoft.net/supersonicball-0.9.1.love file and I'm on 64-bit Windows 7.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 25, 2013, 12:01:41 pm
DJ: Try using 7-zip or something on the .love file to extract it, then open a command prompt and cd to that directory. Then run love ..
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 25, 2013, 02:07:35 pm
Did some Christmas bugfixes:
https://github.com/juju2143/supersonicball/pull/1/ (https://github.com/juju2143/supersonicball/pull/1/)

To test, just download the zip from bb010g/supersonicball and run love on it from a command prompt. (If that doesn't work, try unzipping it, navigating into the directory, and running love ..)
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Juju on December 25, 2013, 04:19:10 pm
Well, I remembered loadfile shouldn't be used and love.filesystem.load should be used instead. Latest commit from my repo should fix it. I'll check out the bugfixes soon tonight.

https://github.com/juju2143/supersonicball (you can download a .zip here, unzip it and drag the folder on your love.exe.)

EDIT: You had to put json.lua besides the .love package and not inside. Now it can be left outside.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 27, 2013, 12:39:37 am
Btw I got it to work now since I use the Github version instead. I like the changes made in recent days btw. However, only a few suggestions:

-Make the balls on the title screen spin slower
-In many occasions, the background seems to get separated by black horizontal lines. It can get a bit annoying at times. Maybe some double-buffering would be in order?
-For the final version, I really need to post the right tilesets that should be used for each level, since many levels past level 6 still have the wrong floors or background patterns (for example, in level 6, there should be no black frame for the backdrop nor the floor. It just flashes between pink and green. Same for the background in the level with computer screens.)
-Also, on the highscores list, the Space key does nothing. It says Press Space but we have to press Esc.
-Make Shift and space so that they act like the jump key too, rather than just the up arrow. Shift would be handy for WabbitEmu users who play the original there.

EDIT: The animated frames of how it should look like for each level, although for level 14 it should change frame once per second and for level 16 it should be around 15-30 FPS.
(http://img.ourl.ca/ssballframes.gif)


EDIT 2: Regarding the 2nd issue, this is what I mean:
(http://img.ourl.ca/grid1.png) (http://img.ourl.ca/grid2.png)
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 27, 2013, 02:06:51 pm
I just pushed the last commit for Supersonic Ball's Second Christmas Release!
It fixes a bunch of stuff and prepares for new features and stability.
There may be graphical issues; if you get them, please post about them. Juju and I would love to fix them, but we need data to know why they happen. (Thanks DJ!)
It should be available soon at Juju's site, but you can test it now by downloading this (https://github.com/bb010g/supersonicball/archive/master.zip), then extract the zip into the current directory (NOT a supersonic-ball-master subdirectory), and either:
Drag it onto your love.exe (if you didn't install or you found it after installation)
OR
<CTRL>A inside the supersonic-ball master folder and right click. Select "Send To" -> "Compressed (zipped) folder". Move the zip (whatever its name is) to the parent folder and run these commands (assuming you downloaded it to the normal Downloads folder) (to access the command prompt, type <WINDOWS>R cmd <ENTER>: cd Downloads, move [archive name here].zip supersonic-ball.love, close command prompt, and then just double click on it from Explorer.
LÖVE 0.9.0 IS REQUIRED NOW.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 27, 2013, 04:52:31 pm
Well, how would I post data on the graphical issues? All I can do really is post screenshots like above. Otherwise, I use WIndows 7 64 bit and the latest version of LOVE.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 27, 2013, 05:08:49 pm
I saw a similar issue when I tested fullscreen on a Windows machine also; it seems to happen when there's a rapid velocity change. I don't get why, though.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 27, 2013, 05:15:15 pm
Would it be possible to pre-render the entire background elsehwere then draw that generated image later rather than drawing the background tile by tile every frame?
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 27, 2013, 05:17:58 pm
I looked into that; the people at the LÖVE forums say that it runs faster (surprisingly) if you just redraw. The machine's OpenGL implementation takes care of double buffering (or at least it should).
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 27, 2013, 05:19:19 pm
Ah ok, I guess that it might be a video card issue then. Newer cards tend to not handle 2D properly. For example, Starcraft 1 runs at lower frame rate than Starcraft 2 on my computer right now (except during large battles on custom maps or if I set shading to ultra)
Title: Re: Supersonic Ball 0.9.1 released!
Post by: bb010g on December 27, 2013, 05:20:15 pm
It still shouldn't be happening, but the graphics debugging should be able to go along parallel with new features. It plays right now, so we're still publishing.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 27, 2013, 05:21:06 pm
Indeed. At least the game runs on everyone's computer so far it seems. Just make sure to not increase level lenght to 10000 or so, though, because that can be quite laggy :P
Title: Re: Supersonic Ball 0.9.1 released!
Post by: Juju on December 30, 2013, 12:01:51 am
0.9.2 released that fixes a lot of stuff 0.9.1 failed at. Huge thanks to bb010g who did most if not all of the job in that version and DJ Omnimaga for testing.

Download (http://files.julosoft.net/supersonicball-0.9.2.love)

As usual, please report bugs and ideas either in this thread, the other thread or the issue tracker (https://github.com/juju2143/supersonicball/issues).

For Arch Linux users, you can now download it from the AUR (packages supersonicball (https://aur.archlinux.org/packages/supersonicball/) and supersonicball-git (https://aur.archlinux.org/packages/supersonicball-git/))! And vote for them, it won't hurt.
Title: Re: Supersonic Ball 0.9.1 released!
Post by: DJ Omnimaga on December 30, 2013, 11:34:46 am
Nice. :D The only concern I have, though, is that the screen resize options might make the game much easier for people playing full screen, since sprites are not stretched up, so people with higher resolutions get an unfair advantage over others, allowing them to rack up their highscores easier due to higher time to prepare their moves.

Also now that individual animation speeds are implemented, I guess you can now max out level 16 and slow down level 14 animations. :P

Also, to match up the decreased difficulty over the calc version (due to how it's now possible to beat almost every level by just holding Up+Right and due to the increased speed), do you think you could maybe reduce the amount of time to finish each level?


EDIT: Also the background normally should scroll by itself in level 3 (left) and 9 (right), like in the original game