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Work in Progress / Ultimate Pong - Entry for Swedish Game Awards

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Cyborg ART
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 26th Apr 2011 19:48 Edited at: 13th May 2011 09:15
Hi there, I am currently working on my entry for the swedish game awards. Maybe I am a little late, the deadline is 11th may, but I see it as a competition within the competition

Anyways, I ahve decided to post all my progress here to get feedback on what to improve etc.

The game is based upon pong, but with a facelift and some stereoids

The player will be able to purchase upgrades and things that makes it harder for the enemy.

V0.1
-Basic Pong movement of the ball
-One player paddle
-Some basic graphics
-A quite cool, but probably unnecessary way to get custom numbers to work. Integer converts to string, the string is checked from both ways and depending on the value the correct number is displayed

Screenshot:


V1
- Save and load your paddle
- Upgrade your paddle
- Choose a shell for your paddle
- Select three out of eigth special actions that could make the difference between winning or loosing
- Play against a frined, or enemy
- Interactive Music - by Rudolpho (Joel Sjöqvist), the music is generated on-the-fly as you play
++ lots of more features

Screenshot:




Quel
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Posted: 26th Apr 2011 21:06
That method gives you the most total control over number display, so it's cool.

-In.Dev.X: A unique heavy story based shoot'em ~12%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Cyborg ART
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Location: Sweden - Sthlm
Posted: 26th Apr 2011 21:31
I bet using bitmaps etc would be the most efficient, but I like this way more

Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 26th Apr 2011 21:46
Quote: "Hi there, I am currently working on my entry for the swedish game awards. Maybe I am a little late, the deadline is 11th may, but I see it as a competition within the competition "

Alltid kul med fler svenskar här
Och du det är aldrig försent om man brinner för det
Quote: "I bet using bitmaps etc would be the most efficient, but I like this way more "

Sounds a bit complicated ? But thats a part of the fun bits with programming.
Good luck anyway with the competition!
charger bandit
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Location: Slovenia
Posted: 26th Apr 2011 21:52
I have been working on a pong remake a long time ago,never finished so here is a few ideas:

-4 paddle mode
-obstacle mode


Cyborg ART
17
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Location: Sweden - Sthlm
Posted: 29th Apr 2011 20:35
Quote: "Quote: "Hi there, I am currently working on my entry for the swedish game awards. Maybe I am a little late, the deadline is 11th may, but I see it as a competition within the competition "
Alltid kul med fler svenskar här
Och du det är aldrig försent om man brinner för det "


I will answer in english since I bet people will tell us that only english is accepted. Även fast jag förstår vad du skriver
There are more swedes here than I first tought, as soon as I moved out from the FPSC board I have found lots of vikings around

The game is actually playable for the moment, with an opponent AI etc. Will see if I can get powerups to work now

Quote: "Quote: "I bet using bitmaps etc would be the most efficient, but I like this way more "
Sounds a bit complicated ? But thats a part of the fun bits with programming.
Good luck anyway with the competition! "


Its not complicated, but it adds lots of code to the project...

Thanks for your cheers!
Vore kul att iallafall bli nominerad Är du med i tävlingen?

Quote: "I have been working on a pong remake a long time ago,never finished so here is a few ideas:

-4 paddle mode
-obstacle mode"


Hmm... Those are some good ideas, but they doesnt blend well with the ideas I have

Hopefully I will have an update posted later tonight.

Quel
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Posted: 29th Apr 2011 23:42
What is so lots of code???

I just finished implementing this kinda stuff into my game, so here it is:



Oh, almost forgot to mention, that the sprites are set up with the 'create animated sprite' command! It only has benefits: you don't need to save all numbers into separate files, or get image them from one large, DB does that for you. You don't have to worry about the resolution aspect, either way the sprite will be looking just as you drew it. And above all the most awesome is that you can set the sprite's look with the simple command 'set sprite frame'!

-In.Dev.X: A unique heavy story based shoot'em ~12%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 30th Apr 2011 01:37
Looks nice and clean, I like it

TheComet

Cyborg ART
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Location: Sweden - Sthlm
Posted: 30th Apr 2011 14:43
@Quel

I was trying to achieve something like your code. But I couldn't get the "for" command working with string$

Is it okay if I use parts of your code?

@TheComet

Thanks!

Quel
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Posted: 30th Apr 2011 15:45
I would like you to, this is why i pasted it here.

-In.Dev.X: A unique heavy story based shoot'em ~12%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Cyborg ART
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Posted: 30th Apr 2011 16:23
Hmm... I cant get it to work on a variable with more then 2 digits.



I guess I am doing something wrong somewere...

Quel
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Posted: 30th Apr 2011 22:05
The little piece alone should be enough for any kind of number, i personally have 10 digits in my game to show the score and it works fine.

-In.Dev.X: A unique heavy story based shoot'em ~12%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Diggsey
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Location: On this web page.
Posted: 1st May 2011 03:03
Why would you make loads of sprites. Just make one animated sprite and paste it multiple times! I don't expect DBPro caches the image so you will have a copy of the whole image in video memory for every single sprite.

[b]
Cyborg ART
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Posted: 1st May 2011 16:15
I got it to work, I had changed some values in the wrong way

A minor update, you can now choose between several slots where your pongpaddle is saved. You can change the look of the paddle, and you will be able to buy new looks for ingame money

Quite cool to have your own custom paddle.

Cyborg ART
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Posted: 1st May 2011 17:49 Edited at: 1st May 2011 17:49
Your paddle now laggs if you havent upgraded your SIM card. Better SIM card will result in better response in control.
This is actually quite cool, but yet annoying since its now a little harder to keep the ball away



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Quel
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Posted: 1st May 2011 19:18
Happy to hear that and that i was able to make your game a bit better/shorter in code.

Just some drop shadows in Photoshop, but it all together seems real nice pal!

-In.Dev.X: A unique heavy story based shoot'em ~12%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Cyborg ART
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Location: Sweden - Sthlm
Posted: 13th May 2011 09:18 Edited at: 13th May 2011 09:19
I got it done and submitted to the Swedish Game Awards in time, mostly thanks to Rudolpho and Roger Wilco.

Soon they will announce which games will get nominated to the final at 1st of June.

http://gameawards.se/competition_entries/649

enderleit
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Location: Denmark
Posted: 30th May 2011 15:50
You weren't nominated...

Still a good effort though... The game looks very polished.

Cyborg ART
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Location: Sweden - Sthlm
Posted: 30th May 2011 18:59
Quote: "You weren't nominated... "


I know

Well, at least I have learnt to work with sprites
Will see if I will upload the game, or work a bit more on it.

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