Author Topic: Breakout clone  (Read 20400 times)

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Offline lookitsan00b

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Re: Breakout clone
« Reply #15 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
« Last Edit: November 07, 2010, 09:45:42 pm by lookitsan00b »
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Offline ztrumpet

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Re: Breakout clone
« Reply #16 on: November 07, 2010, 10:48:09 pm »
That looks wonderful.  Great job lookitsacompetentprogrammer! ;D

Offline yunhua98

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Re: Breakout clone
« Reply #17 on: November 07, 2010, 10:54:35 pm »
lookitsacompetentprogrammer! ;D
yes^  ;)

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Offline meishe91

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Re: Breakout clone
« Reply #18 on: November 07, 2010, 11:20:52 pm »
Looking really cool. Can't wait to see more on this.
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Offline lookitsan00b

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Re: Breakout clone
« Reply #19 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... ;)
« Last Edit: November 07, 2010, 11:33:28 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline DJ Omnimaga

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Re: Breakout clone
« Reply #20 on: November 07, 2010, 11:46:17 pm »
I can't wait to try this with that many balls at once. Must be wacky fun ;D
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Offline Deep Toaster

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Re: Breakout clone
« Reply #21 on: November 07, 2010, 11:52:47 pm »
Idea for a level: A level completely made from bricks with balls inside. See how many balls you can fit in one level ;)

EDIT: Did you start working on this today? If so, wow, you work fast :o
« Last Edit: November 07, 2010, 11:53:28 pm by Deep Thought »




Offline TIfanx1999

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Re: Breakout clone
« Reply #22 on: November 08, 2010, 08:17:55 am »
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?

It wouldn't have to be for a couple of reasons:

1. Not all levels would need to have the same number of blocks.
2. Different blocks can have different point values. IE some blocks take multiple hits to destroy and would be worth more points(other clones have done this).
3. Powerups. Power ups could affect point values also. Say for example he added a gun powerup that allowed you 3 free shots, (where if a bullet hits a block it destroys the block) he could make it so that blocks destroyed in this manner did not give points since they are essentially freebies.

Just some thoughts anyways. =)

Offline lookitsan00b

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Re: Breakout clone
« Reply #23 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
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline meishe91

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Re: Breakout clone
« Reply #24 on: November 08, 2010, 05:32:33 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?

It wouldn't have to be for a couple of reasons:

1. Not all levels would need to have the same number of blocks.
2. Different blocks can have different point values. IE some blocks take multiple hits to destroy and would be worth more points(other clones have done this).
3. Powerups. Power ups could affect point values also. Say for example he added a gun powerup that allowed you 3 free shots, (where if a bullet hits a block it destroys the block) he could make it so that blocks destroyed in this manner did not give points since they are essentially freebies.

Just some thoughts anyways. =)

Well what I think he was saying is that for any given level if a certain type of block has a certain point amount assigned to it then every time you beat that level you'll have exactly the same points. That's when the idea of multipliers and such came in from lookitsan00b. Builder was just saying there wouldn't be much of a point system if each time it was the same number each time you beat the same level.
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Offline lookitsan00b

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Re: Breakout clone
« Reply #25 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.
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline ztrumpet

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Re: Breakout clone
« Reply #26 on: November 08, 2010, 08:21:32 pm »
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
« Last Edit: November 08, 2010, 08:32:58 pm by ztrumpet »

Offline TIfanx1999

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Re: Breakout clone
« Reply #27 on: November 08, 2010, 08:32:23 pm »
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

Offline Deep Toaster

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Re: Breakout clone
« Reply #28 on: November 08, 2010, 08:46:22 pm »
Powerups look great! Why did it seem to go blank somewhere in the third screenie, though?




Offline lookitsan00b

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Re: Breakout clone
« Reply #29 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...)

« Last Edit: November 08, 2010, 09:03:47 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P