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DarkBASIC Discussion / DarkNOOBS Project 4: Breakout

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That1Smart Guy
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Posted: 8th Jul 2009 10:17
thanks obese

Irojo
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Posted: 9th Jul 2009 02:13 Edited at: 9th Jul 2009 02:31
The keyboard is here!!! It hooks up to the computer so I can guarantee excellent quality, and I can use it to play any instrument using garage band with it. It's amazing. As soon as I figure it out, I will upload some test music (nothing good, don't get your hopes up, I'm just trying to transfer music).

So we'll see how it goes...

EDIT:

I tried to upload it. Tell me if you can download and listen to it.

NOTE that this was not made using the new keyboard.


Time is money. I just ripped you off.

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Irojo
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Posted: 9th Jul 2009 03:24
Well here goes the music for ingame...

If you think it is lame and horrible,

PLEASE SAY SO.



-Irojo


Time is money. I just ripped you off.

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BN2 Productions
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Posted: 9th Jul 2009 04:06
Sounds pretty good Irojo. Only thing is it sounds like 2 really good intros one after another, but it doesn't feel like they build to anything.

My suggestion, but totally your choice, is take time 0-30 seconds (or so, wherever the pause is) and make that intro for song 1. After a break (no more than a couple counts) jump in with a strong and intense part. Would whip something up but I have nothing to do it with.

The second part, from 30sec-end would make another good song. Probably the best thing to do would be either: a)break it into intro and conclusion for song 2 or b)just build off of it

It is very good though, don't get me wrong, these are just my suggestions.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Irojo
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Posted: 9th Jul 2009 21:06
Taking your advice and everything, I made a 30 second song for the menu. I hope it's long enough. If you think it's to repetitive/annoying, let me know.


Time is money. I just ripped you off.

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Dark Dragon
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Posted: 10th Jul 2009 03:45
What to play the .aif files with?

Your signature has been erased by a mod because it was too big.CHANGE IT OR DIE!!!!!
BN2 Productions
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Posted: 10th Jul 2009 04:05
Windows Media Player should be able to handle it, mine does

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Irojo
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Posted: 10th Jul 2009 22:30
Well frustratingly no responses on my music... I thought the latest was nice. It loops especially well with 4 seconds or so cut off it.

Here's a song for main game. I'm going to make a more upbeat one next. Hopefully you are liking the music...

If you have itunes, you can listen to the music using that as well.


Time is money. I just ripped you off.

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Dark Dragon
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Posted: 10th Jul 2009 23:27
WMP.....ok will give a listen.

Lol, Irojo, i didn't know u were trained in the way of music.

Your signature has been erased by a mod because it was too big.CHANGE IT OR DIE!!!!!
BN2 Productions
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Posted: 11th Jul 2009 00:15
Thats pretty good Irojo. I guess the next step would be to plug it into the program and see how it feels, but I like it (not that I am officially a part of this project anyway).

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Dark Dragon
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Posted: 11th Jul 2009 00:35
Ha! This is great. *Claps for Irojo*

Yeah, but like Bn2 said, we'll have to see how it plays.

Your signature has been erased by a mod because it was too big.CHANGE IT OR DIE!!!!!
Libervurto
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Posted: 11th Jul 2009 00:37
I've decided that I'm not going to upload the changes I made to the program. I have really overhauled it and I don't think it would be fair to hijack the project like that.
I am prepared to give advice and even tell you what I did so that you can figure it out for yourselves.

TGC Forum - converting error messages into sarcasm since 2002.
Irojo
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Posted: 11th Jul 2009 01:09
Responses! Thanks guys

Quote: "i didn't know u were trained in the way of music."


Haha, thanks.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 11th Jul 2009 02:55
ok just to let u know, I am still watching the project, although not as much as usual

I havent played irojo's music yet since Im not on my computer

also obese i fully understand your choosing against posting your revised game although I must ask, did you improve the collision because that has been a problem



keep up the good work team, I will be back LATE LATE sunday so I will probably not be on sunday (4.5 hour drive from san diego to vegas, then 3 hour flight from there to home so that day will be LONG and BORING) anyway, keep up the good work

Irojo
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Posted: 11th Jul 2009 03:58
@ Smartguy

Quote: "4.5 hour drive from san diego to vegas, then 3 hour flight"


I pity you.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 11th Jul 2009 07:09
well actually I was sorta wrong, the times are right but the rides are actually going to be like 20 hours apart

yeah heres been my vacation schedule (talk about a lot of riding):




ok yeah its been a long of sitting, and that doesnt even count the drives around towns (a lot of em)

ok back on topic now:

BN2 Productions
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Posted: 11th Jul 2009 11:00
@smartguy
Get a laptop, you can continue coding then

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: 11th Jul 2009 19:49
I have one, but parents didnt let me take it

besides, I dont spend enough time in the hotels to code anything

Libervurto
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Posted: 13th Jul 2009 04:32 Edited at: 13th Jul 2009 04:42
The collision does seem better in my edition.
The main reason, I believe, is because I changed the collision detection from a static "perimeter check" to using a for loop to "walk through" every unit of movement.

Two sidenotes on collision are firstly that I also removed the boundary sprite; it's not required and can be replaced with simple variable checks (ie if ballx < 20 then ballmovex = 1), this greatly improved performance. Secondly, the ball speed should be stored in a variable to allow for flexibility.

Another suggestion I want to make is to divide the brickdata array into several more explanatory arrays ie brickx(n),bricky(n).

[edit]
One more thing,
The ballmove variables should have values of 1 or -1; in many applications this would be achieved by n*-1, however in this case we have a fixed environment so, for example, if the ball hits an object with its right side it will always go left (ballmovex = -1).

TGC Forum - converting error messages into sarcasm since 2002.
That1Smart Guy
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Posted: 13th Jul 2009 19:02
YYYYYYYYYYYYAAAAAAAAAAAYYYYYYYYYYYYY I SURVIVED THE VACATION!!!!

i am officially HOME!!!

yeah I thought of inequality checking for boundaries right after I got this system working, but just went on without it and never looked back

and I understand your -1/1 flagging system, that would work just as well or better

thanks obese, ill get to coding!

Ashingda 27
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Posted: 13th Jul 2009 21:54
Hey Irojo keep up the good work.

@All
My internet has been canceled and I wont be as active anymore. Just letting everyone know. I may come around every once and a while when I find some access.

Goodluck everyone.
That1Smart Guy
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Posted: 13th Jul 2009 22:13
sweet we just lost our media guy, i guess ill take over

is anyone working cuz few people have posted for the last week and a half

Irojo
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Posted: 13th Jul 2009 22:50
I have been making the music. Can you check out the music I made and tell me if you want that on your game, or if I should dump it? I don't want to be submitting something that nobody likes. ;P


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 13th Jul 2009 22:53 Edited at: 13th Jul 2009 22:54
o sure, i totally forgot about ur music, sorry about that

That1Smart Guy
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Posted: 13th Jul 2009 22:58
sounds good irojo!!

could you kinda shave off the 1 sec or so silence at the end, that way it will loop better? thanks!!

Irojo
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Posted: 13th Jul 2009 23:11
Okay.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 13th Jul 2009 23:45
hey ashingda wenevr u get back on, I have a few questions for you about your menu:

what program did you use?

what text size did you use?

what other info should I have to take over your job?

That1Smart Guy
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Posted: 14th Jul 2009 00:49
also obese, could you show me your collision code, I just cant seem to get my inequality code to work

That1Smart Guy
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Posted: 16th Jul 2009 03:40
HELLO!?!?!

anyone working?

BN2 Productions
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Posted: 16th Jul 2009 05:14
Just curious, what should everyone be working on?

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: 16th Jul 2009 05:37 Edited at: 16th Jul 2009 05:49
I posted a jobs list above, watch dates, I posted it like 10 days ago, rough guess

the only changes are DD got done with his part and Im now in charge of media

edit:

ok I have a method of fixing our collision using the built in sprite commands, instead of using four dots we will use a circle chopped up into parts

so if the circle is radius 5 and positioned at 5,5 then

top collision check image would be 0,0,10,3
right would be 7,0,10,10

etc

but one problem we run into is how do we decide which brick is being collided with if the collision could be anywhere on the circle?

any ideas?

That1Smart Guy
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Posted: 16th Jul 2009 06:16
sorry for dp

does anyone care if we change this over to 3d?

as far as I can see the coding would be any harder, in fact it may be easier because we could have brick be a seperate object, something we shouldnt do with sprites because of the high system requirements

i would take over modelling for any needed objects, im learning modelling with blender anyway

That1Smart Guy
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Posted: 16th Jul 2009 06:53
wow trip post, sorry guys I dont usually do this

DDDUUUHHHHHHHHHHHH, I just realized the obvious solution for 2d collision (I havent ruled ou the possibility of 3d yet though)

if the ball is colliding with the bricks:

check which side the collision is on and adjust movement variables

delete the sprite of all the bricks

make new sprites of every brick that could be colliding with the ball

check which sprite the ball is colliding with


so obvious!!! ill get coding

Libervurto
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Posted: 16th Jul 2009 07:03
that sounds very slow.
I'll get you the collision code when I'm next at my pc.

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That1Smart Guy
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Posted: 16th Jul 2009 07:14 Edited at: 16th Jul 2009 07:44
ok tnx obese, and I cant see why it would be slow, the only sprites being drawn are those within the theoretical max distance away that is still collision (so only 1-2 or maybe 3 sprites are being made

edit:

ok my collision is working, but one problem, ive calculated that with a circle of radius 5 (our new collision detection circle) divided up into 4 zones (top,bottom,left,right) 2 pixels in is the proper location to get the image

so with a circle of radius 5 at 5,5

the left image should be gotten from 0,0,2,10

problem is, our ball moves 3 pixels at a time meaning that it cna blow through one zone into another and make say a right collision register as a top or bottom collision also, which it shouldnt be

any ideas on how to fix this? (my collision does work except for this by the way)

pictionaryjr
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Posted: 16th Jul 2009 09:20 Edited at: 16th Jul 2009 09:22
I got the collision for my breakout game working. What I did was made an array of six varriables for the ball.

Left side, right side, bottom, top, xvel, yvel.

Then made an array of four for the bricks.

Left side, right side, bottom, top.

Then, I used a for next loop to find out at what distance I would collide. I did one of each for X and Y collisions.

Next I added the distance at which I would collide at onto the current position of the object.

Finally, I reversed the direction I was going to depending on the side I collided with.
In other words if I collided on the left or right side, reverse the xvell.
If on top or bottom, reverse the yvel.
BN2 Productions
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Posted: 16th Jul 2009 10:13
But your bricks are rectangles. You can't use a circle, you need an ellipse.

Once I get back to my desktop I will post my mostly completed brick break that I worked on early on with this project, just to see if I could do it, you can see how the collision works. Note that it MOSTLY works, there are a few instances where the ball hits it and keeps going.

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: 16th Jul 2009 17:51
mine works except for the whole blow through zones things I described above, sorry if I didnt do a very good job of explaining it

Latch
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Posted: 16th Jul 2009 21:25
For collision, how about dividing the screen into brick size rectangles. Check which screen rectangle the ball is in at any given time and which y and x direction the ball is moving. Each rectangle has a center point. If the ball's y is below the center point and in the rectangle it's a bottom collision. If the ball's x > center point it's a right side collision etc. In the screen array, there's an indicator of what's at the current rectangle (brick, empty space, power up, whatever). With this type of check, you don't have to use sprites or pixel collision, or distance checks etc.

If you make the ball travel faster than the size of the rectangles, you'll have to calculate the percentage offset. So if a rectangle's y size is 10 pixels, and the ball is traveling at 20 pixels, your rectangle check would be at the position x*rectsize/ballspeedx , y*rectsize/ballspeedy so ycheck=y*10/20 or something like that.

Enjoy your day.
That1Smart Guy
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Posted: 16th Jul 2009 21:35
ive tryed inequality bounds checking twice before (about a year ago on my own breakout game and once yesterday) and i never could get it to work

t10dimensional
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Posted: 16th Jul 2009 22:40
I'm back from vacation(if you even noticed I was gone).
just wanted to make sure you guys know i did'nt quit programming.

The new project seems to be going nicely,can't wait to try it out and see how it was made.

If at first you don't succeed-Pause-Go to last checkpoint
That1Smart Guy
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Posted: 16th Jul 2009 23:44 Edited at: 16th Jul 2009 23:54
duhh, i have the answer to my collision!!

a bigger check circle!!

ill let you all kow how that goes in a minute

edit:

scratch that, it didnt work

whats the difference between sprite collision and sprite hit in this scenario?

BN2 Productions
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Posted: 17th Jul 2009 02:17
With sprite hit, once it registers one, it resets to 0. With collision, it will read 1 until there is no more collision.

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: 17th Jul 2009 02:33
so that could be used to prevent the double hit thing, where it trips the collision (damaging the brick and inc-ing score) twice?

Irojo
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Posted: 17th Jul 2009 03:02
Hey Smart guy, for some odd reason, I can't figure out how to cut off the end of my songs... My music editor doesn't have that as an ability, or I have yet to discover it.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 17th Jul 2009 03:43
ok, ill see if I can find some shareware to do that, or we could find a way to code it so that when it reaches that point it stops it and restarts (although that sounds like a lot of work)

BN2 Productions
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Posted: 17th Jul 2009 08:28
If it is an mp3 style, you could load it up into audacity. If it is more like midi, where the instrument data is stored, then you are pretty much sunk, unless you record it into mp3.

Either way though, get Audacity, it is a great free sound/music editor/converter. On some OS's it lets you record straight from the sound card (vista and 7 seem to have trouble with that).

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: 17th Jul 2009 16:20
yeah I used audacity a while back and it was pretty good, since you're sound guy irojo why dont you download that?

also whats 7 like? ive heard good things about it but havent used it yet

BN2 Productions
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Posted: 17th Jul 2009 21:26
I LOVE windows 7. No joke. It is fast, smooth, good looking yet still functional.

My favorite parts have been just discovering things. I don't think they were in vista. For instance, on the start bar, there is a toolbar you can add into it that will let you type in an address and it will open an explorer window there, saving a little time.

The start bar is a little bigger, taking up the entirety of the Vista style start button. The Setup for it though is very different. For instance, it is pure graphics, showing an icon for running programs, rather than the text of its name. When you have multiple ones open, by clicking on the icon, there are mini windows that pop up just above it showing each window of the program that is open. You can choose to close each from there or select one to look at.

All in all, I have enjoyed using windows 7 immensely. I have been using it since January with no problems (had a little hiccup in beta but worked around it). A+ . If you are running vista right now, I would STRONGLY suggest getting the Windows 7 Release Candidate free download to hold you over till the October 22 release date.

There are some other cool features, like slide show wallpapers, the window style, and some other misc things here and there, but those that I listed are probably the better aspects.

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: 17th Jul 2009 21:42
sounds sweet, I run xp so no problems to fix by switching

ok can we get back to the project?

any ideas on the collision?

i have an idea, ill post a descriptive image here in a few so I dont have to code it

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