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Messages - lookitsan00b

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151
TI Z80 / Re: Breakout clone
« on: November 11, 2010, 08:50:35 am »
I spent about half an hour in endless mode.
A few limits might help to keep the game challenging and interesting.

1) Paddle width--after a while it was wider than the screen, so you could just leave it and/or watch the score increase ;D
2) # of balls limit--there were about 20 by the time I got tired of it
3) some way to keep track of the score if it goes over 65535.  It looped six or seven times :P
Code: [Select]
Disp <Score>,i,"65535 times ",<Var>  With <var> incrementing by 1 each 65535 or something. 
...Whoa.  I never really expected it to be possible to make it loop... I'll probably think of something. (like using one variable for the lower 4 digits and another for the upper, max 655,359,990)  I thought the paddle-size power-downs would make up for the lack of a cap... they seem far more common than their happy counterparts to me. :P

Lol I just found a bug that existed since v.50(and before) :D
 Whenever I deleted something, I just copy the last item in the list over the one that got deleted.
 I just realized that the item that gets copied doesn't get hittested, etc. (whatever the loop is for)
 Just 3 more increments in the whole thing, probably amounts to, at most, 9 bytes :)
 (I've been having really big problems with size recently... can't fit both the source and the program in ram at the same time)

152
TI Z80 / Re: Breakout clone
« on: November 10, 2010, 11:23:51 pm »
Four things I've learned about Axe from this project:

Code: [Select]
0->{A-3}->{A-2}
fails, as does
Code: [Select]
!If X
...
ElseIf X=1
...
ElseIf X=2
...
End
That throws a ERR: BLOCK.

Also, Rect( doesn't work well with negatives.
Spoiler For upcoming content:
Would be useful for a certain type of block...

And finally, I was pleasantly suprised that this works:
Code: [Select]
If X=0
...
ElseIf X=1
...
Else
...
End

The first stumped me for quite a while :P I was optimising and suddenly the game would only display the first frame...
All better now :D

153
TI Z80 / Re: Breakout clone
« on: November 10, 2010, 04:10:19 pm »
capping it at 9 would be fine, although I guess you could maybe change the control scheme and have people just select the block they want to insert. By the way what will be the max rows of blocks in a level?
For the max paddle movement: I chose 5.
Max rows: 14. :P

Spoiler For No don't look!:
Spoiler For I told you not to look!:
Spoiler For what you'll get if you look again:
New in v.95:
  level save, load for both edit and play
  changed controls for editor
  limited paddle speed to 5
  decreased lag
  added Endless mode!

Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
This inspired the level in screenieV.95 ;)  (which, if you haven't looked, is on the first post, I've been editing that one and keeping it up to date)
That is as much lag as I could possibly cause with the new & partially improved main loop :D

154
TI Z80 / Re: Breakout clone
« on: November 09, 2010, 10:16:32 pm »
Bomb blocks would be cool.  For the editor, you could always go with the Mario style one: scroll through the different types with two keys, or select the block from a list
When I said "another control scheme", that is exactly what I had in mind. ;)

155
TI Z80 / Re: Breakout clone
« on: November 09, 2010, 07:43:38 pm »
Wow looks great! I'll download the new version now. :)

EDIT: Awesome game! However, I was bored and this is what happened ;D
lol that should be much easier on you now ;)

Btw question: why does the paddle move this fast when there are many balls at once? Or is it just in 15 MHz mode (like I added to create this screenshot)

Actually, neither.  I figured with many balls on the screen it'd be harder to keep them all on, so I made paddle_speed = 1 + Number_of_balls to compensate.  Now that I think about it, a cap would be nice.

Spoiler For Spoiler:
New in V.85:
  Readme
  Menu
  Level Editor :D
  No more bug with powerups falling through when the paddle is on the far left side of the screen
*bookmarks* Looks great! "Bomb" blocks (that destroy blocks near them, even if they're normally unbreakable) shouldn't be too hard to implement...haven't seen your code tho, so I don't know. We're all behind you!
The first time I read this I was almost laughing... then I realized that it really wouldn't be that hard...
It's certainly a possibility.
The question is: I have blocks 0-7. Should I cap it at 9, or find more keys/another control scheme for the editor?

156
TI Z80 / Re: Breakout clone
« on: November 08, 2010, 09:03:31 pm »
Quote
Powerups look great! Why did it seem to go blank somewhere in the third screenie, though?
lol thats the teacher key. ALPHA, in case anybody was wondering. It clears the screen in emergency situations, for example, your math teacher walks by...

What do you think? should the power-ups be random? should I use different icons for each power-up?
Great job on this, and in my opinion, yes and yes. :D
Nice job on this version. :)  I think it would be helpful to have multiple images for the falling power ups so you can know which is which. ;D

How is this? (I wonder as to the cause of the powerups falling through the paddle...)


157
TI Z80 / Re: Breakout clone
« on: November 08, 2010, 05:39:57 pm »
okay the point system works as follows:

every time you grab a power up, 10*M+S->S

Every time you hit a block, 10*M+S->S

M is 1 + combo_multiplier + 2*Multiplier_power_ups_recently

combo multiplier is either 0 or 1.  every time you hit a block, T+20->T, and every frame, T-(T=/=1)->T.
  The multiplier is active if T gets above 40 and has not since hit 0.

The power-ups just last 300 frames, and reset the timer every time you grab another, however, the multipliers do add together.
  Note: they share a timer with the pass-through-ball. This means that grabbing one will set your multiplier timer to 100.

158
TI Z80 / Re: Breakout clone
« on: November 08, 2010, 05:29:24 pm »
ok new in v.70:
  power-up block: looks just like a normal 1-hit block, but drops a pre-determined power up
  power-ups:
    paddle elongator
    paddle shrinker
    3x multiplier (lasts 300 frames)
    pass-through ball (lasts 100 frames)
  SCORES!!!
  combo multiplier (hit three blocks within 10 frames, 4 within 20, etc., for a 2x multiplier)
  Levels are once again random.
  A somewhat mediocre teacher key.

What do you think? should the power-ups be random? should I use different icons for each power-up?

Attached to first post:
  new screenie
  modified game and source

159
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 11:30:45 pm »
I won't keep you waiting ;)

done already:
  paddle length reworked, no longer dependant on # of balls
  power-up framework: done.
  paddle length power-ups fully functional :D

I said it'd be done by tomorrow, didn't I? Time to catch some zzz's, though :P

EDIT: actually, i haven't limited the max paddle length yet... ;)

160
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 09:36:38 pm »
But if each block give a certain amount of points, wont the score for every level (READ: After you have hit every single block!) be the same?
three words: multipliers.
Multi-ball multiplier
Power-up multiplier
Combo multiplier?

Ok so summary:
  Random levels
  Score counter (no hud for now)
  Power-ups
  and multipliers.
  I'll have it done by this time tomorrow (unless I have any MAJOR problems, you know, probably) :P

I'll also probably decrease the amount the paddle increases in size per ball on screen.
The power-ups and conditions for the multipliers will be the only hard parts :P

161
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 09:28:14 pm »
Hmmm... what would the score be based on?

Something like 10 a hit would work nicely.

And as for powerups, it'd be cool to have features like temporarily making the ball go really fast and hit for twice as much damage. I have seen Breakout games with powerups dropping from the hit block, and that sometimes adds a lot to the game because you have to catch it...
Yes, it really does (the power-ups dropping down), but it'd be really interesting to code, I think. 10 a hit might do well. 2x damage... well that could work, but certainly not easy.

maybe have it create random levels?
Actually in one of my earlier versions (I'd say v.40) it did that. But I think for the sake of testing, one constant level works better... also the random levels were 8x8 blocks of blocks, and that lagged with only 1 ball... imagine 2 or 3 :P

EDIT:
This looks really nice! ^^
Actually having the powerups drop down from the hit block on-screen?... you're kidding, right?
Yea, I'm not sure how else you would do it. That's how the break clones that have power ups work. A couple of power-ups I've seen are mulitball, longer paddle, shorter power, or gun(gives you a couple of shots that fire directly upwards and destroy a block on impact)

As for score, different style blocks usually give a different amount of points.
I guess that'd work... but the score counter would look like... what?

Wow that,s nice. I especially like the multi-ball support. Will there be a faster mode with fewer balls too?
I'm not sure what you mean there.  It's running at max speed as is.  If I only allowed for one ball, yes, it would run faster. Or are you saying actually make the ball move twice as fast?

162
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 09:21:20 pm »
Idk, I haven't really played many breakout games, only the one a Blackberries.  ;)  IMO this game is good enough as it is, though.  ;)
except, of course, only having one level :P

163
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 09:17:00 pm »
weapons? how would I do that? like a laser shot upwards from the center of the paddle? that would be cool, but game-breaking.  
something that catches the ball the next time it hits the paddle? easy, and useful.
Something that makes the paddle wider? would require a bit of work, especially the timer...

Actually having the powerups drop down from the hit block on-screen?... you're kidding, right?

EDIT: that's common? I have it actually set 1->Yv when it hits the bottom of the block. it's somehow just passing through the bottom. the zig-zagging is because I have it set so in the middle of the block, it negates Xv

Hmmm... what would the score be based on?

164
TI Z80 / Re: Breakout clone
« on: November 07, 2010, 09:13:45 pm »
Actually, yes. the second screenshot, just before it hits the multi-ball blocks. it passes upwards through two blocks...

165
TI Z80 / Breakout clone
« on: November 07, 2010, 09:08:37 pm »
I need ideas.

I have noticed these bugs:
  Occasionally, the ball will pass through a block vertically instead of bouncing off of it.
  The C4 block is somewhat unreliable, and it lags a little.

If you have any idea why this is happening, please tell me.

See readme for version history

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