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DarkBASIC Discussion / DarkNOOBS Project 4: Breakout

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pictionaryjr
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Posted: 2nd Jul 2009 04:25 Edited at: 2nd Jul 2009 04:27
@Smart Guy
Sorry, was just showing BN2's idea with the mouse and ACP's with the aiming.
@ACP
Mines done, I was just using it to show what you and BN2 meant. Mine won't have multiple levels, a menu, actual made graphics, and powerups. I was just using mine for demonstration.

EDIT:
Just read your post about the collision. It was the collision, I thought we were using when we were starting.
AcP2142
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Posted: 2nd Jul 2009 06:17 Edited at: 2nd Jul 2009 06:21
That1SmartGuy... I was being sarcastic. I wasn't meaning that I actually loved how he made a game better than the team's by himself.(Although your game was good pictionary. Sorry That1SmartGuy but it is the truth.) I totally agree with your points. I also agree with pictionary in the sense that he was just making an example of some of our suggestions, not trying to show us up.

The only thing constant in life is CHANGE.
pictionaryjr
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Posted: 2nd Jul 2009 08:02 Edited at: 2nd Jul 2009 08:25
Hey since no one has posted a menu yet, here's a working menu:



Just put it in your code, but for now since we have no images yet, I made a menu_creation gosub too, just until we get some media.
bobbyd
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Posted: 2nd Jul 2009 10:41
hi
sorry i havent been posting

could i help with the menus insted

i might also be able to give some sound effects or music
when my usb midi cable comes
pictionaryjr
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Posted: 2nd Jul 2009 17:07
Yea I just posted one for temporary, just incase no one else posted one. Anything will beat mine. Lol its black and white.
Irojo
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Posted: 2nd Jul 2009 18:22
I want to save the menu for after the game is made. I envision the game to be playing in the background of the menu.. Perhaps integrated with the menu...


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 2nd Jul 2009 18:28
urs is nice pic, but its too..... hard coded, ill make one real quick and post it to show an alternative method

That1Smart Guy
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Posted: 2nd Jul 2009 18:31
mines not as cool LOOKING but its far more expandable, using functions to draw the buttons allows easy editing in the future



BN2 Productions
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Posted: 2nd Jul 2009 20:07 Edited at: 2nd Jul 2009 20:09
I would say it would be better to simply use pictures, rather than have it draw the menu.

@pic
you could probably have a function make the basic button then put the words on it after. Or better yet, draw it once, get the image, paste it, write on it, grab it, paste it....etc.

Great Quote:
"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 22:39 Edited at: 2nd Jul 2009 22:41
not a bad idea about the images bn2, u wana do that ashingda? if ur busy I can take care of that but they wont look as good as ur graphics

just read ur post bobby, thanks for the offer but I think irojo is wanting to do music so ill leave that to him

AcP2142
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Posted: 3rd Jul 2009 07:53
Wow.... we have gone a really long time without a post. Might I ask if there has been any progress on this project today?

The only thing constant in life is CHANGE.
That1Smart Guy
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Posted: 3rd Jul 2009 08:00
well I was kinda waiting to see if ashingda made any menu media, but I guess ill just make a rough working menu tomoro (im beat and just wana hit the hay tonite) just simple and once ashingda gets the menu media working then we'll add that in later

so tomoro ill do a quick working menu (something similar to what i showed earlier) then ill announce plans and jobs for v2

do you guys want to go ahead and implement a score system now or wait?

BN2 Productions
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Posted: 3rd Jul 2009 11:51
You should try to work out a scripting type file system, so that the menu itself isn't hardcoded in, just built by an ini file or something.

Great Quote:
"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: 3rd Jul 2009 17:58
werent external files something we're trying to avoid after last challenge?

Ashingda 27
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Posted: 3rd Jul 2009 18:57 Edited at: 3rd Jul 2009 18:57
Here's v.1 of the Images.

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That1Smart Guy
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Posted: 3rd Jul 2009 20:05 Edited at: 3rd Jul 2009 20:30
ok sweet, thanks now how bout some menu media, right now we need buttons for:

Play Game, Instructions, Credits, Exit

preferably with two images (mouseover'ed and non-mouseover'ed) for each button

actually if you just made a basic button I could probably write a function to scale it to the size of the words, but that may be overkill



Im not sure what everyone else's plans are but this evening im leaving for a vacation for like 7-10 days, so ill try to keep updated but I cant guarantee ill get much done


edit:

just updated the game with ashingdas media, see the first post and download the .zip containing everything needed

That1Smart Guy
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Posted: 4th Jul 2009 00:17
ok the menu is in the source code in the 1st post download, but for some reason it doesnt work

the main_menu subroutine worked fine in another program but for some reason the text isnt displayed in the game

could someone check that out?

im still thinking on stuff to do in v2, i will post new job requirements sometime today


as I said above for the next 7-10 days I may or may not be online much as Im going on vacation so just stick to the jobs I give today and ill post as soon as I can

BN2 Productions
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Posted: 4th Jul 2009 01:52
Haven't tested the problem code yet, but is it on the right bitmap?

Great Quote:
"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: 4th Jul 2009 01:56
hhhhmmmmmm, ill look ino that, that is a solid possibility

Dark Dragon
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Posted: 4th Jul 2009 01:57
lol, anything you guys need done?

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That1Smart Guy
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Posted: 4th Jul 2009 02:01
yep that was the problem, im stil thinking about job positions

YYYYYEEEEAAAAYYYY we now have a menu and v1 is complete

see the first post for the game

That1Smart Guy
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Posted: 4th Jul 2009 21:06
hey sorry, this may well be my only post for the next week, im not sure

ok heres plans for v2, ill leave picking who does what to you guys (regret it though I may) because im kinda busy right now

4 types of bricks (1 hit, 2 hit, 3 hit, and indestructible) and all needed image saving
3 levels with working level intro and exit scenes
lives with losing scene when you lose
score

ok, see u guys wenevr

That1Smart Guy
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Posted: 5th Jul 2009 18:35
has anyone started yet?

That1Smart Guy
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Posted: 6th Jul 2009 07:44
sorry for trip post but nobody seems to be working

tomoro I have NOTHING planned so ill try to spend most of that time on either this project or the DBC challenge, i would post the job requirements now but Im beat and heading to bed so ill post the v2 job descriptions tomoro

ashingda Im still waiting on menu images so wenevr u get a chance (dont know if ur having family over or what) could you gte on that?

AcP2142
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Posted: 6th Jul 2009 09:00
I really wish I could help you guys out. Offloading some work from some people during these summer months I'm sure would help a lot and I will definitely help as soon as I get DarkBASIC and learn it well enough.

The only thing constant in life is CHANGE.
That1Smart Guy
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Posted: 6th Jul 2009 18:51 Edited at: 6th Jul 2009 19:00
ok job listings:

ME - as ive said ill be leaving tomoro for 5 days with little access to computers and NO access to DBC so i need to get my part done today and so ill be handling score system


Pic - I want you to work on implementing the four types of bricks

Irojo - You can work on the game over sequence

bobby - You can work on the level start sequence

arby - you can work on the lives system

DD - you can work on some level designs, in the level creation subroutine just play around with new designs, once you get 3 decided on then install a select statement checking a currentlevel variable and put each of your designs into 3 cases

obese - could you implement the "ball stuck to paddle" start mechanic?


ashingda - other than that menu media, we also need a little lives thumbnail image and something I would like to have is a custom font for the score and lives, just 26 letters all in a row

ok good luck guys, did I leave anyone out?

ill try to be watching but remember after today I cant code til sunday or monday

Irojo
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Posted: 6th Jul 2009 19:10
Quote: "Irojo - You can work on the game over sequence"

I can't code for you guys, I'm unreliable, and don't have the time to sit down anymore and work through it. I'll try and take on the music. Should have a keyboard within 2 days.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 6th Jul 2009 19:14
ok then bobby, i guess you get to do both the level start and game over sequences

Irojo
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Posted: 6th Jul 2009 19:17
What is game over anyhow?


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That1Smart Guy
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Posted: 6th Jul 2009 19:23
huh?

the game over sequence is just the little sequence you see when you lose

Ashingda 27
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Posted: 6th Jul 2009 20:15 Edited at: 6th Jul 2009 20:26
I got a main menu image, I'm not sure if this is what you had in mind, let me know if otherwise and I'll work it out.

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That1Smart Guy
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Posted: 6th Jul 2009 20:23
Thats SWEET!!! Only problem is, we dont have any way to show the user hes mouseovered the buttons, any ideas on that?

Irojo
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Posted: 6th Jul 2009 20:23
Quote: "the game over sequence is just the little sequence you see when you lose"

*smacks head*
Noob moment.


Time is money. I just ripped you off.
Ashingda 27
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Posted: 6th Jul 2009 20:32 Edited at: 6th Jul 2009 20:32
@That1Smart Guy
Yes I got an idea. Draw a line box around the texts when you mouse over it. If the mouse is not over any text then no line box are drawn. I've updated the previous image with the menu centered now.

Here's an example:

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That1Smart Guy
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Posted: 6th Jul 2009 21:14
*facepalm*
DDDDDUUUUUHHHHHHH y didnt I think of that

BN2 Productions
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Posted: 6th Jul 2009 21:21
Throwing in my 2 cents here before I dive into my own project, for the saving and loading of levels (even if they don't choose it) it could probably be good to use a text file.

It would be similar to the Furious Pickaxe level loading system (we could even use the map makers from back then and read the code in differently).

All it is is a text file with lines that look somthing like this:

ggggggggggrgggggg
rrrgglggggggggggg

etc.

it is tedious to make one by hand but like I said, you could use the old map makers and just read it in differently.

Great Quote:
"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: 6th Jul 2009 22:56
actually since each level is already an array we really could just lump all the level data into one array then save that with save array

Dark Dragon
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Posted: 6th Jul 2009 23:40 Edited at: 6th Jul 2009 23:42
Quote: "DD - you can work on some level designs, in the level creation subroutine just play around with new designs, once you get 3 decided on then install a select statement checking a currentlevel variable and put each of your designs into 3 cases"


Okay, I'll see what i can do!! A few q's though....


Edit)

NM.



YAY! I got a job.

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That1Smart Guy
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Posted: 6th Jul 2009 23:43
ok ur questions:

1).....the bricks are all made, if you havent noticed we already have an entire working game, see the very first post of this thread for the download

2)for now just one, although we will be implementing a total of four types (one hit, 2 hit, 3 hit, indestructible) soon so leave it open

3)wenevr

look at the level_creation subroutine in the code, thats where the level is made, just play around with it until you get the hang of it

Dark Dragon
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Posted: 6th Jul 2009 23:47
Ok, Gotcha. Sorry i've been away.

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Dark Dragon
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Posted: 7th Jul 2009 00:14 Edited at: 7th Jul 2009 00:16
Kk. I've got 3 levels, nothing special, just more blocks per level.

I'll keep playin' wit it, and see if i can make some more........ interesting levels going.

Added a Select statement to the level_load subroutine.
If you want to see The other two levels, inc the varible CurrentLevelNumber.


New Code:




Oh, i'll also see about maybe making a level editor? i know that sounds farout for this sort of project, but i want to make the levels more interesting.

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That1Smart Guy
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Posted: 7th Jul 2009 00:26
not a bad idea, but for now lets forget it

ok not bad on the levels, but once we get the first 4 types of bricks in then we'll need you to edit those in

Dark Dragon
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Posted: 7th Jul 2009 00:36
Ok. No prob.

Anything else i can work on? Perhaps i could work on the intial start of the game(ball glued to paddle,etc.)...?

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That1Smart Guy
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Posted: 7th Jul 2009 00:51
i think obese is on that, ill let you know if we need any help tho

That1Smart Guy
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Posted: 7th Jul 2009 01:02
ok, the first post has been updated, ashingdas menu is working as are DDs levels (although the only way to access them is to manually change the level variable)

howevr an issue is occuring involving ocllision, there is a bug somewhere that causes problems, if you get images 102 and 103 of two other brick types in the same fashion used to get the basic brick (image 101) then make all the bricks in level one (level 0 watevr) to be more than one hit bricks, problems occur

basically regardless of a bricks strength, if a ball hits it then it is destroyed, somehow the bricks arent being destroyed at the proper time and the ball is colliding with them twice, something undetectable when only one type of brick is present

so we need to adjust out collision to fix this problem

Dark Dragon
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Posted: 7th Jul 2009 01:13
Will look into that. Hmm.....

On another note...
Asingda, that menu is great.

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BN2 Productions
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Posted: 7th Jul 2009 01:58
Quote: "Oh, i'll also see about maybe making a level editor? i know that sounds farout for this sort of project, but i want to make the levels more interesting."


I wouldn't say farout. That is why I suggested the external file format, so that it is easier to make and add levels (just put it in a folder and have the program load all of the levels into an array).

If you use the text file system, the furious pickaxe level editor could be used with no changes (though sizes for the grid would probably need to be reworked). Since it saves as a text file with about 6 different characters, that would give you plenty for the 4 types of bricks and a couple extra slots, should you want them.

Great Quote:
"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: 7th Jul 2009 02:06
thats down the road though, right now collision is a major problem

Dark Dragon
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Posted: 7th Jul 2009 03:09
yeah. i don't see whats causeing the prob.
I'm gonna look over it again, and try some stuff........

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Libervurto
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Posted: 8th Jul 2009 03:49
I've done a lot of work on this (maybe too much).
The ball is now launched from the bat like you asked.
I made it so you can pause the game and go to the menu.
I sorted out the collision; it was looking in the wrong direction but looked like it worked because the bricks only got removed when the sprites collided. I made it check in steps so whether the ball is 1 unit away or 6 it will register a hit. Even so it doesn't work perfectly in the change of direction, double changes always happen if they can but it doesn't look right.
I've done a lot of general tidying of the code too.

I hope I haven't gone overboard and stomped on your code, I was attempting to get this code into a more flexible position.
Will upload tomorrow.

TGC Forum - converting error messages into sarcasm since 2002.

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