Atomic Ball HD
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- Posts: 2338
- Joined: May 31, 2005 9:59
- Location: Croatia
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- Posts: 1759
- Joined: May 23, 2007 21:52
- Location: Cut Bank, MT
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@duke4e
Nice work. It runs ok on my buggy dinosuar p4 1.8g , geforce2,
640 MB. around 50 fps.
@maddogg6
as "song01.ogg" and put it in the \data\audio folder replacing the original.
Nice work. It runs ok on my buggy dinosuar p4 1.8g , geforce2,
640 MB. around 50 fps.
@maddogg6
I tend to agree. Thats why I changed it. Just rename your favorite oggBut - definitely - the current music made me turn off my speakers after 15 mins of playing cuz - it was kinda getting on my nerves.... so... thats the weakness for this game - in my most humbled opinion.
as "song01.ogg" and put it in the \data\audio folder replacing the original.
Ahh, yes... but now I hate my favorite song now too... lolzWildcat wrote:@maddogg6
I tend to agree. Thats why I changed it. Just rename your favorite oggBut - definitely - the current music made me turn off my speakers after 15 mins of playing cuz - it was kinda getting on my nerves.... so... thats the weakness for this game - in my most humbled opinion.
as "song01.ogg" and put it in the \data\audio folder replacing the original.
Im sure the final release will play different song-files... so, I have little doubt that this is a non-issue anyway.
I ended up replacing it with a silenced .oog file.
Just wanted to say thanks for all your replies. Now I need your ideas to help me a little.
How to make the game more progressive through each level? Cause right now, all levels feel same. I was thinking about varying the speed of map elements on every level. Also adding smaller and bigger map elements, and maybe adding various special powers to RMB depending on map.
Tell me what you think, and be sure to write your ideas!
How to make the game more progressive through each level? Cause right now, all levels feel same. I was thinking about varying the speed of map elements on every level. Also adding smaller and bigger map elements, and maybe adding various special powers to RMB depending on map.
Tell me what you think, and be sure to write your ideas!
you could...
For the target pieces, when they move below the players paddle - take points away, forcing the player to use the paddle to 'nudge' the target pieces back up to the top of the screen.
edit: you caold make it so you need to protect something below the paddle from being hit by the moving target pieces, sort a like combining missle command with break out... /edit
edit: at higher leves, instead of the pieces 'sticking' when they collide, make them deflect instead... /edit
Change the background image and pieces as to sorta 'obscure' the playing area...
Maybe make something like falling stars, to trick the player into trying to catch it (but they are not bonus')... or something like that.
Limit how many bonus' offered....
Make one a 'nuke' that equates to an immediate end game...
I dunno,,, just spout'n off...
For the target pieces, when they move below the players paddle - take points away, forcing the player to use the paddle to 'nudge' the target pieces back up to the top of the screen.
edit: you caold make it so you need to protect something below the paddle from being hit by the moving target pieces, sort a like combining missle command with break out... /edit
edit: at higher leves, instead of the pieces 'sticking' when they collide, make them deflect instead... /edit
Change the background image and pieces as to sorta 'obscure' the playing area...
Maybe make something like falling stars, to trick the player into trying to catch it (but they are not bonus')... or something like that.
Limit how many bonus' offered....
Make one a 'nuke' that equates to an immediate end game...
I dunno,,, just spout'n off...
I just tried this out, very nice work . . I really like it.
Something does seem to be missing but I'm not sure what. As far as making it progressive, you could start adding multiple balls, or slowing the paddles, or giving the later levels more negative powerups. You could also have the ball speed up the longer you stay alive. There is a lot you could do really, anyway I look forward to seeing the final version.
Something does seem to be missing but I'm not sure what. As far as making it progressive, you could start adding multiple balls, or slowing the paddles, or giving the later levels more negative powerups. You could also have the ball speed up the longer you stay alive. There is a lot you could do really, anyway I look forward to seeing the final version.
After a few years in hiatus, the game is finally released for iPad/iPhone!
http://www.youtube.com/watch?v=nxMNHWlZ ... r_embedded
http://www.youtube.com/watch?v=nxMNHWlZ ... r_embedded