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Yet Another Paddle Game ;)... [Tester needed]
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L_O_J

PostPosted: Dec 14, 2005 13:36    Post subject: Yet Another Paddle Game ;)... [Tester needed] Reply with quote

Hi there I'm currently making a paddle kind of game, I've been working on these for couple of days now, tweaking the physic and collision. could you guys download and test it ? and after that tell me how does it "feel". thx

RAR Version
ZIP Version

ps:
@V1ctor:

I have a trouble with the header, when I wan't to use PlaySound function and include "windows.bi", the compiler complain about duplicate definition RGBQUAD, conflicting with the one in the "FreeImage.bi", and if I only include "mmsystem.bi", the compiler complain about incomplete type in one of the function pointer declaration (forgot tho which one :( ).

also sometimes if I dont close the expression in the IF...THEN with (...) it doesn't evaluate right. something like
Code:
"IF x >= 10 * Z THEN"
resulting a wrong result, but if I do this
Code:
"IF (X >= (10 * Z)) THEN"
it give me the right result.
 
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Pritchard
Guru
PostPosted: Dec 14, 2005 13:46    Post subject: Reply with quote

Alright, Well the controls are okay for the most part.

1. The paddle will not move correctly if you run to the right and then try to go back the other way. It takes a little bit movement to the left to get the paddle moving again.

Seems like the amount it is over the edge is about the same length as the paddle. Make sure you subtract the width of the paddle when making the barriers for the mouse. The image for the paddle works fine though.
===============================

2. It'd be nice if you raised how easy it is to hit the ball a bit. Usually you want the strike to be able to go a little over the normal height, and have the smallest tap go a little under the lowest bumper.

Maybe some mouse timing to see how long a click lasts could help you tell if they wanted a tap or a big hit.
===============================

3. The Paddle hits the ball at the maximum height if you just hold the mouse down. I honestly think that takes away the whole "Click to hit the ball" thing away.

If you allow the ball to go at the max height without the player even needing to time his/her clicks, then you might as well not have the clicking option at all.

===================================

Besides those I'm really liking the look and feel of this game.

~Pritchard~
 
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v1ctor
Site Admin
PostPosted: Dec 14, 2005 15:08    Post subject: Reply with quote

Be sure you included the windows header before the freeimage one, FI will define its own missing Win API structs if they weren't defined already, what will clash with the real ones if windows.bi is included later.

About the ()'s stuff, that could happen in 0.14 because AND and OR had the same level of precedence, relational operators have a lower precedence than arithmetic ones, ()'s should make no difference. Unless you have a snippet that shows the error, i never saw that happening.
 
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L_O_J

PostPosted: Dec 15, 2005 7:55    Post subject: Reply with quote

Pritchard wrote:
Alright, Well the controls are okay for the most part.

1. The paddle will not move correctly if you run to the right and then try to go back the other way. It takes a little bit movement to the left to get the paddle moving again.

Seems like the amount it is over the edge is about the same length as the paddle. Make sure you subtract the width of the paddle when making the barriers for the mouse. The image for the paddle works fine though.
===============================

2. It'd be nice if you raised how easy it is to hit the ball a bit. Usually you want the strike to be able to go a little over the normal height, and have the smallest tap go a little under the lowest bumper.

Maybe some mouse timing to see how long a click lasts could help you tell if they wanted a tap or a big hit.
===============================

3. The Paddle hits the ball at the maximum height if you just hold the mouse down. I honestly think that takes away the whole "Click to hit the ball" thing away.

If you allow the ball to go at the max height without the player even needing to time his/her clicks, then you might as well not have the clicking option at all.

===================================

Besides those I'm really liking the look and feel of this game.

~Pritchard~


1. I dont really understand what you mean ?? screenshot maybe ??
2. thx I'll do that
3. I already have that in my plan ( I just lazy to code it when I release the test ) :D

I just wan't to know if the physic and collision work. thx if you like it, btw I changed my rendering from frame based to time based, the current engine run more smoothly.
 
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Pritchard
Guru
PostPosted: Dec 15, 2005 10:39    Post subject: Reply with quote

@L_O_J:

1. No screen shot. Just move the mouse to the edge of the scren to the right. Like...Keep trying really really hard. Then SLOWLY, start moving the mouse to the left. You'll see that the paddle won't even move until you go to the left a bit.

Also, with the physics and collision. I reallly liked them for the most part. I've found a few errors I can't pin-point, but I've had the ball bounce off of paddles that aren't there once or twice. ;_;

Overall though, good job! :D
 
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Dr_D
Hero
PostPosted: Dec 17, 2005 9:29    Post subject: Reply with quote

It's pretty cool, but kinda slow. There was a minor thing i noticed... whichever direction when the ball hits it, then the ball should absorb a respective motion. Other than that, it looks like a good game to me. ;)
 
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L_O_J

PostPosted: Dec 17, 2005 13:17    Post subject: Reply with quote

Pritchard wrote:
@L_O_J:

1. No screen shot. Just move the mouse to the edge of the scren to the right. Like...Keep trying really really hard. Then SLOWLY, start moving the mouse to the left. You'll see that the paddle won't even move until you go to the left a bit.


1. REALLY !!??? never experience that :D, well maybe I never think about it ;p. thx. thats why I need ppl to test it, to get a different point of view.

Pritchard wrote:

Also, with the physics and collision. I reallly liked them for the most part. I've found a few errors I can't pin-point, but I've had the ball bounce off of paddles that aren't there once or twice. ;_;

Overall though, good job! :D

Dr_D wrote:

It's pretty cool, but kinda slow. There was a minor thing i noticed... whichever direction when the ball hits it, then the ball should absorb a respective motion. Other than that, it looks like a good game to me. ;)


@Dr_D
Well I haven't post the new engine (time based one) it should be faster and smoother since I don't use SCREENSYNC so in my box (GFX5200, Barton 2600) it run in around 850-900 FPS.

I'm not sure about absorbing a respective motion (well english is not my main language), but do you mean about momentum and impulse in physic ??? if so then I think I already implement a little of that (my be you don't notice that if you don't hit the ball it would gradually losing speed.

@Pritchard and Dr_D
Yes I agree, the physic and collision is good but should be better, since sometimes (well everytime you play the engine actually) you'll notice error here and there ( like sudden change in the ball position because of sudden change in speed, or ball that just go trough a brick :( ).

The collision is pretty tricky since the ball movement is not constant so sometimes the ball move 4 pixel at a time sometimes it move 1 pixel at a time.

Well Thx for all of your suggestion, I'll improve this, and I'll post it again here, although I'm not sure when ;) ( I got a lot of thinks happening next week ).
 
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Pritchard
Guru
PostPosted: Dec 17, 2005 23:21    Post subject: Reply with quote

@L_O_J:

You can think about having it check barriers and such every time the ball moves 1 pixel. Yes, you can indeed keep speed up with this.

It's quite simple really. Just move the ball, check barriers, and skip drawing the screen or something :D until it should be drawn.

I'm not the one to ask about timing your drawing and variables and such, because I am still experimenting with the perfect system for my game. ^_^;; I hope I can still be helpful though heh
 
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Dr_D
Hero
PostPosted: Dec 18, 2005 6:00    Post subject: Reply with quote

Well, what I meant to say, was that the the ball should absorb some of the motion according to which direction the paddle is moving, when they make contact. ;)

lol... seems I'm having a problem typing, every time I come here.


Last edited by Dr_D on Dec 18, 2005 6:44; edited 1 time in total
 
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cha0s
Site Admin
PostPosted: Dec 18, 2005 6:40    Post subject: Reply with quote

you could do some kind of loop like this


Code:
For op = 0 To spd - 1

  check_bounds
  move_ball

Next


that way, if you spd = 1, youll move one pixel at once, but if its spd 4, youll move 4 pixels at once, checking every time ;)
 
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L_O_J

PostPosted: Dec 19, 2005 1:54    Post subject: ... Reply with quote

actually that is slow, you dont have to move the ball every for loop, and my speed is not always 1 or 2 or 3 pixel, sometimes it 1.5 pixel or 3.2 pixel (physic) ;).

this is the way I want to do it.
Code:

get_temp_position
collide = false
For i = 0 To current_speed - 1
     update_temp_position
     If check_collision = true Then collide = true : Exit For : End If
Next i

If collide = false Then
     move_ball
Else
     do_collision
End If
 
 
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L_O_J

PostPosted: Jan 17, 2006 8:59    Post subject: Reply with quote

OK this is not exactly like planned above :p, anyway thx to marzec great lib I can do this.... thx marzec

this is ALPHA, just testing the core, so expect better one on next release.

BTW I really need tester with slow machine (not something like 486 tho :) ) like 450 Mhz or 600 MHz...

[UPDATED]


here is the download (sorry just 7zip, cause I threw away WInzip and WinRAR :p).

[UPDATED]
http://datacomponents.ourproject.org/sf/users/L_O_J/Yagloid_nodll.7z

the no dll version need all YAGL dll and FreeImage dll.


Last edited by L_O_J on Jan 18, 2006 16:56; edited 2 times in total
 
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SSC
Sr. Member
PostPosted: Jan 17, 2006 9:12    Post subject: Reply with quote

i got this when i tried to run it, this was from the full version
[img]http://fileanchor.com/16695-r.bmp[/img]
winxp pro
3.2 ghz
1.5 gb ram
geforce 5950 ultra 256 vid card

hmm, picture isnt showing, just copy the link i guess
 
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L_O_J

PostPosted: Jan 17, 2006 9:33    Post subject: Reply with quote

hmmm weird...
I just test it here (public computer, winXP) and it run just find, although I forget to include the level file :p, sorry, but it should run find without it (you just won't see the bricks).

I'll try it again in other OSes when I got home.. thx
 
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duke4e
Sr. Member
PostPosted: Jan 18, 2006 0:58    Post subject: Reply with quote

use this program for slowing down your CPU
http://www.tentakelvilla.de/download/cpugrab.zip
this is better than mo'slo and cpu killer.
 
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