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DarkBASIC Discussion / DarkNOOBS Project 4: Breakout

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AcP2142
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Posted: 1st Jul 2009 03:51
great to have that knowledge. so it sounds like these are things that DarkNOOBS don't use. I guess they aren't important for the time being. Thanks for the information though.

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That1Smart Guy
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Posted: 1st Jul 2009 03:56
well we used em in the last project and we may use them at a later time in this one

problem is this is darkNOOBS and memblocks are fairly advanced stuff

honestly i could use them now and make the program ru collision a lot faster, but i may be the only one who understands em and that would negate the purpose of this group

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AcP2142
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Posted: 1st Jul 2009 04:05 Edited at: 1st Jul 2009 04:35
that is true. the point of DarkNOOBS is to learn and actively participate in the project but if someone is using code the others don't understand it kind of ruins the whole idea of DarkNOOBS.

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pictionaryjr
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Posted: 1st Jul 2009 05:55 Edited at: 1st Jul 2009 06:37
EDIT:
HaHa my bad, got carried away, I took it off so no one else could see I'll just help with collision and input
That1Smart Guy
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Posted: 1st Jul 2009 06:19
I appreciate your hard work on this, but please stick to your part

I wouldnt have had a working game like that til v2 or 3, skipping straight to a nice working game like that didnt teach anyone here nything, thereby negating this threads purpose

all I really wanted from you was the input and ball movement system, which you gave but you made waaaay too showy of a demo program and basically said heres how to make a breakout game

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AcP2142
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Posted: 1st Jul 2009 06:24 Edited at: 1st Jul 2009 06:27
not bad at all pictionary jr. it was actually quite amazing for a kind of draft game. i liked it a lot. you are probably wondering how i played it well i found a trial version of DB. I used one of my 3 uses to try out your game!

Edit - That1SmartGuy is right though. You did kind of do the whole thing by yourself when you only had a small part to do. I am not trying to point it out again i am just saying his accusation wasn't far off what it actually seems like.

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That1Smart Guy
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Posted: 1st Jul 2009 06:27 Edited at: 1st Jul 2009 06:32
ok, as i type this im updating the very first post with what we have, check back in a few minutes and see it

also I think you got the wrong trial acp, theres a better one that gives you unlimited for like a month

also pic example has more physics than our v1 will, ours will be based off two vairables, ballmovex and ballmovey, it can only go in 4 directions (up + (right/left), down + (right/left) ) see the ball movement in my example

ok I do like what you did picl, but I think im going to do some simplifying for ours

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That1Smart Guy
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Posted: 1st Jul 2009 06:45
sorry for dp

no need pic, I got collision worked out (for now, we may need to improve if speed becomes a problem in the future)

see my example above, thats kinda what I was expecting from you only no bricks, simple collision with border, and a working paddle system

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pictionaryjr
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Posted: 1st Jul 2009 06:49 Edited at: 1st Jul 2009 07:01
Had some bugs in the code you posted SmartGuy, here's them fixed:



If I could, can I change my assignment from input to just fixing bugs.
That1Smart Guy
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Posted: 1st Jul 2009 07:07 Edited at: 1st Jul 2009 07:10
im aware, im also working on them, as well as collision speed, ill post when its ready

while im in this mood, does anyone else have their parts done?

does anyone care if I do a SIMPLIFIED memblock collision, it would still be MUCH faster than point() and wouldnt be that hard to comprehend, I could teach you

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BN2 Productions
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Posted: 1st Jul 2009 12:09 Edited at: 1st Jul 2009 12:46
I am working on a way to improve it, but no luck yet.

The idea is this:

BrickC() is an array that stores the center point of every brick and is filled at the time of creating the level.

Distances() is an array with 100 slots (the number of bricks) and 2 sub-slots (1 is the distance and 2 is the corresponding brick)

The distances are all filled (I used the quick distance method from TheComet, using the distance squared to avoid the sqrt() command) into Distances prior to figuring out which is closer. This is the distance from the center of the ball (currently MouseX and MouseY) and the centers of the bricks ( using BrickC).

The NumberSort() function is the real workhorse of the system. It does the number of repetitions of the total number of bricks squared (it works, though I am trying to shorten it) so in this case, 10,000. The way it works is it goes through and, if the number on the left (that is, that comes first in the Distances array, signifying a lower brick number) is Greater than the number on the right (the higher brick number), they switch both the distance and the brick number (sub-slot 2). This preserves the association of distance to brick. Once the entire array is sorted from least to greatest, the array Close5() is filled with the Top 5 bricks and distances (though the distances aren't really necessary).

These 5 bricks are then displayed as sprites. The other bricks are put on the screen with a simple PASTE IMAGE command (I might have used sprite, not sure). This avoids any need for many sprites.

[EDIT]
Actually, I get SUBSTANTIALLY better framerates if all I use is the CLOSEST brick, so just 1 rather than 5. Didn't think it would be that much better but I squeezed about 150 frames out of doing that.

Make sense?

For the record, Point and Memblock collision is WAY overkill. I would suggest learning the built in collision commands.

REMEMBER: MEMBLOCKS ARE NOT FRIENDS!!! They are WAY too advanced to become common place in DarkNOOBS, sorry.

[edit]
Just finished working out the sprite collision, including an accurate method for figuring out which side it hits (it was so obvious, can't believe I never thought of it). If you want it, I can give it, but I don't want to do your work for you guys. But I can DEFINITELY show it to you guys and explain it to the best of my abilities, so don't be afraid to ask, I like helping .

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Libervurto
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Posted: 1st Jul 2009 16:16
Quote: "right now I think ill just hold off with you [dark dragon] and irojo since v1 of the game is pretty simple and therefore doesnt need much more help, ill give you guys parts once we get the fist build done, hopefully soon"

Couldn't one of them write the input controls or help arby with the menus?
Sorry for butting in again

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Irojo
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Posted: 1st Jul 2009 17:14
Quote: " help arby with the menus?"


Menus are my specialty.

I'm not as good as you seem to think I am Smart Guy.


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Ashingda 27
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Posted: 1st Jul 2009 17:34
I really see no problem with pictionaryjr coding a majority of the codes. He needed to have some actual codes in place (because there wasn't any) to actually do his part.

Smart guy you have to lead this project, not expect everyone to get there part done first. Make sure you give the team something to base off from befor they start.

If any Noobs can't even keep up with a simple of a project as this, it means they aren't spending enough time learning this trade on their own. If you are behind, just simply looking through another person's codes should also be good learning experience.


Another matter: Memblocks are so usefull, but are dread upon because of it's difficulty. Why not have memblocks as our entry into DarkNoobs, it'll make for great learning experience.
That1Smart Guy
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Posted: 1st Jul 2009 17:37
input is done, but irojo if you want to make a menu then go ahead

ok bn2, ill try fiddling around with a system like yours

and about the memblock collision, I was thinking keep it simple, have an image of ONE pixel, that way all we would need to do to get that pixel color would be memblock dword(m,12), no complex calculations needed

we are using the built in sprite collision commands, we just cant determine which side has been collided with using them

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Libervurto
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Posted: 1st Jul 2009 19:40
Quote: "we are using the built in sprite collision commands, we just cant determine which side has been collided with using them"

If you made four collision images for the ball and used those sprites (hidden) for collisions you could see which "side" of the ball has collided.

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That1Smart Guy
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Posted: 1st Jul 2009 20:07
ok so you're saying have the visible ball sprite, as well as 4 hidden sprites that are like one pixel in size, then use those 4 to check collision, AWESOME idea!

ill try and get that working today, I just bought prototype so thats been occupying a lot of my time (Its an AWESOME game, if pretty gorey)

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That1Smart Guy
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Posted: 1st Jul 2009 23:03 Edited at: 1st Jul 2009 23:21
ok the example on the first post is done and working,much faster now with the hidden collision sprites working, nice idea obese

is anyone else done with their part?

hey ashingda hows those images coming? we dont need em yet, we wont add multiple types of blocks until v2 but im just checking on em

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AcP2142
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Posted: 1st Jul 2009 23:39
I would play the example but as you know my trial expired!!!!!!! Sorry but I can't offer any feedback although you probably didn't want any from me anyway.

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That1Smart Guy
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Posted: 1st Jul 2009 23:42
no, i want feedback

and as I said above I think you got the wrong trial, theres one out there that give you unlimited access for like a month

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AcP2142
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Posted: 1st Jul 2009 23:52
hmm... well i really would like to be able to find that trial but the truth be told that I think an hour looking for a trial of DB was enough. I looked at almost all the ones that seemed like they wouldn't have viruses in them but I guess I can keep searching. I was just saying you might now want feedback from me because I have no knowledge of programming with DarkBASIC so I might not exactly know what I was talking about.

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That1Smart Guy
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Posted: 1st Jul 2009 23:59
but you are a person with opinions and views, so you can give opinions on the game itself, rather than on the programming itself

and I think the trial im talking about was the one on this site so I guess it doesnt exist anymore

so why wont you be able to get DBC till december anyway?

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AcP2142
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Posted: 2nd Jul 2009 00:05
Well... first of all I have the money to buy DarkBASIC but at the moment my parents probably won't just let me buy it. I will probably have to wait for Christmas until I can get it but MAYBE I can buy it before then. There is always the more likely option that I won't but you never know. You probably were talking about the one on the site but I don't know. Yeah the feedback thing is true. I can give my opinions on the game but you don't have an EXE file of it so until you get one or if you do then I cannot even give you any feedback whatsoever.

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Ashingda 27
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Posted: 2nd Jul 2009 00:07
@Smartguy
Witch do you prefer, individual images or combine all images together and split it up with codes?
That1Smart Guy
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Posted: 2nd Jul 2009 00:10 Edited at: 2nd Jul 2009 00:12
well the ball and paddle will need to be seperate, but I guess the bricks can all be on one, remember each brick is 64*16, the paddle is 80*8 and the ball is radius of 5

kinda what im visualizing for the bricks and ball is a basic gradient effect, but you can do watevr you want, you are the media guy after all

edit:

YAAAAAYYYY, check out the updated first post, now the blocks are destroyed on impact, although you will notice some minor collision flaws, mainly that corner collision is inaccurate since we only have 4 point ball collision, instead of 8 like we should

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BN2 Productions
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Posted: 2nd Jul 2009 00:17 Edited at: 2nd Jul 2009 00:31
Here is how you can detect which side of the brick the ball is on. Since you only have 2 categories to deal with (Top/Bottom and Right/Left), you don't need 4. Whichever of the two it hits, it will multiply the balls velocity in that direction by -1, Y for top/bottom and x for right/left.

How to figure out which one to do? Here!


In this case, 15 and 20 are the IDEAL offsets, where the ball should be (Half of the brick size+radius). Remember, BrickC is the CENTER point of the brick, not the corner, as is the bally and ballx of the ball.

Looking back, I am not exactly sure why this works. It seems like the Yvel# will normally be smaller, but it does work quite reliably.

[EDIT]
Tweeking it, I got another form that has the fewest number of "Tunnels" (what I call it when the wrong velocity is flipped and so the ball goes straight through destroying bricks making a tunnel). By removing the 20- for the xd, it seems to balance things out a little more.

I think the big problem with the tunnels is that when a Ball hits 2 bricks at once, you run into trouble because after colliding with the first one, the direction is flipped correctly, but then it immediately hits another brick (without really moving) and it is flipped again, going through the offending brick.

Something to look at.

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"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
AcP2142
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Posted: 2nd Jul 2009 00:20
@That1SmartGuy
Just wondering. How are you calculating how the ball bounces of the paddle when it collides? Just thought I would ask. I have been playing some classic Atari Breakout to get the fell of the game.

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That1Smart Guy
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Posted: 2nd Jul 2009 00:20 Edited at: 2nd Jul 2009 00:25
@bn2:
........ that was taken care of like 8 posts ago, read the first post of the thread for the updated game

@acp:

its the built in sprite collision, we have 4 main sprites (see first post in the future for info like that) 1 is border, 2 is ball, 3 is paddle, 4 is bricks

so if sprtie collision(2,3)=1 then the ball hit the paddle


edit:

whoops missed the work HOW in your post acp, basically we have two variables set up, ballmovex and ballmovey, that tell us how the ball moves ballmovex is one when moving right, 0 when left; ballmovey is 1 when moveing up, 0 when down

so if the ball hits the paddle we reset ballmovey to 1 and it starts moving up

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AcP2142
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Posted: 2nd Jul 2009 00:23 Edited at: 2nd Jul 2009 00:25
Nevermind what I said before. I thought that That1SmartGuy's post was towards me before he edited it. Anyway.. great to know!! Thanks for replying even though I could have just found the answer in the code in the first post.

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That1Smart Guy
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Posted: 2nd Jul 2009 00:24
check out the new edit on that post acp

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AcP2142
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Posted: 2nd Jul 2009 00:27
Ok I checked it out. I see the collision system. I really wish I could try the game out though. Hmm... what a shame.

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That1Smart Guy
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Posted: 2nd Jul 2009 00:30 Edited at: 2nd Jul 2009 00:31
its nothing special, just visualize a white ball bouncing around hitting and destroying bricks


wow 3 pages of posts in 3 days

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BN2 Productions
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Posted: 2nd Jul 2009 00:32 Edited at: 2nd Jul 2009 00:36
Sorry about being behind in my posts, you guys post so many so fast that when I click on NEWEST POST, I don't realize there is a WHOLE OTHER PAGE to read.

Just tryin to be helpful.

I just tried out the code. Good work, only suggestion I have is to have the paddle positioned at the mouseX() rather than using keys to control it.

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"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 2nd Jul 2009 00:37 Edited at: 2nd Jul 2009 00:38
rofl, yeah im not sure how much were getting done but you cant say were not communicating

and do you mean have a mouse controlled paddle for testing purposes or for the real game? cuz testing purposes I can understand

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AcP2142
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Posted: 2nd Jul 2009 00:39 Edited at: 2nd Jul 2009 00:41
Yeah we are quick on this thread. So That1SmartGuy, are we eventually going to be adding special power-ups to this game like giant paddle and what not? I know that the plan is to make a simple game and then build on it but will those be in the final build of the game? When it comes to that point of production I think you guys should add a power-up where the ball will go through all the bricks it hits without bouncing off of them and then it wears off when it hits the paddle again.

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BN2 Productions
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Posted: 2nd Jul 2009 00:45
@smartguy
Noticed you posted at the same time as my edit, did you see my suggestion there?

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"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 2nd Jul 2009 00:46
yeah, notice I commented on your edit in my edit? PWNED!!

and yes I plan on adding various powerups to the game later, but thats down the road, lets just get the basics taken care of first

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pictionaryjr
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Posted: 2nd Jul 2009 00:56
We still need a menu Smart Guy? If you want I can whip one up real quick.

Btw, with the way your doing collision, you won't be able to have more then one ball.
AcP2142
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Posted: 2nd Jul 2009 00:57 Edited at: 2nd Jul 2009 00:58
@That1SmartGuy
I know that that stuff is for the future but I was just wondering if you planned on that.

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That1Smart Guy
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Posted: 2nd Jul 2009 00:59 Edited at: 2nd Jul 2009 01:02
..........hhhhhhhhmmmmmmmmmmmmmmm o well ill worry bout that l8r

and actually we already have TWO people who are supposed to be working on a menu (arby and irojo)

lets give them another day or two to do that then if its still not done we can do it

is anyone else having problems with the program being RRRREEEEAAAALLLLLLLLYYY slow, when I tried it on another computer it ran RREEAALLYY slow

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pictionaryjr
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Posted: 2nd Jul 2009 01:02
Okay. Since you already have the basics for the collision, input, and bricks. Basically all you should need now is the score and lives on the screen, media, powerups, and menu.
That1Smart Guy
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Posted: 2nd Jul 2009 01:04
for v1 all we need is the menu, then we will add color for v2, and work out future plans from there

also please read the edit on the above post

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AcP2142
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Posted: 2nd Jul 2009 01:09
What is that noise?.... it sounds like the winds of change. Guess what!!!!!! I found the 30 day trial you were talking about That1SmartGuy. I can now be of some assistance.

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That1Smart Guy
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Posted: 2nd Jul 2009 01:21
SWEET!!!

welcome, did you already post an entry on the noobs wanted thread?

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AcP2142
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Posted: 2nd Jul 2009 01:23 Edited at: 2nd Jul 2009 01:27
Ok.... the game is good other than the fact that the ball ALWAYS follows the exact same path regardless of how it hits the paddle. That feels a little weird but I guess you guys can fix that at another time. Also... at the very end of the ball's path when it hits the wall no matter what I do it always goes through my paddle. I think you guys should also have the ball stuck to the paddle at the beginning of the game then when you press space it it shoots off. There is my feedback!

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AcP2142
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Posted: 2nd Jul 2009 01:29
Sorry for the double post but I am answering That1SmartGuy's question. No I have not posted on the NOOBS Wanted thread yet but I will. I need to start making my art program!!!!

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BN2 Productions
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Posted: 2nd Jul 2009 01:58
What I meant was instead of an

IF Right=1 then move right

type style, you do a

SPrite Paddle,MouseX(),PaddleY,Image

Idea. It is a little easier to keep up with the ball (No chance of being in an unwinnable situation)

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
pictionaryjr
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Posted: 2nd Jul 2009 03:20 Edited at: 2nd Jul 2009 04:32
Here what BN2 wants to do:

This is the one I made, just changed it to show BN2's meaning.

EDIT:
Changed it so the team can't get an idea off the code. I really only wanted it for an example. So now you can only see what it does.

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AcP2142
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Posted: 2nd Jul 2009 03:41
LOL!!! Pictionary I love how your version that you made by yourself is better than the entire team's version so far. The one thing weird about your version(you don't a have to fix it) is that the ball goes all the way through the bricks before it bounces off.

@That1SmartGuy
The aiming thing that Pictionary has in his game is what I was referring to in my above post.

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That1Smart Guy
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Posted: 2nd Jul 2009 04:10
Quote: "I love how your version that you made by yourself is better than the entire team's version so far"

I disagree, his may be betr as a game, but what did we gain out of it? not a thing, ours we are learning how code as a team, a skill we will need in the game designing business

not to be rude pictionary but please if you are going to make your own games, keep them to yourself, unless there is something important and useful in yours that you are pointing out, you just come across as shouting "forget the team project, heres how to make a breakout game" which isnt the point of this thread

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