Topic:   Devlog: Bricker   (Read 17708 times)


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Charlo


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Devlog: Bricker
« on: December 21, 2010, 04:01:49 PM »
My entry for the GMG Cup will be simple: a breakout clone made in SC, called Bricker.  I may change the name eventually, especially since the term "bricker" holds negative connotations for basketball fans such as myself.   ;D

I have actually been developing the engine for about two weeks.  Right now, the game is functional with few bugs.  It needs some polishing which it probably won't ever get.  8)

Finished features:
Scoring
Lives
Powerups
-Super ball (ball annihilates bricks without bouncing)
-Bullet paddle (clicking mouse shoots bullets from the paddle)
-Sticky paddle (ball sticks to paddle until mouse click)
-Extra Life (obvious)
Brick color/size
Semi-randomized bouncing (ball doesn't bounce at perfect right angles)
Unbreakable bricks

To-Do List
Powerups
-Long Paddle
-Multiple balls (probably not, would require a serious recode)
-Next Level
-Extra Points
Sprites instead of paint commands (maybe)
More levels
High scores
Fix collision detection with bricks (if the ball hits too close to the corner of a brick, it bounces twice, once off each edge)
Level editor (maybe)
Sounds/Music
Optimize brick detection code to reduce lag with large # of bricks

Screenshots:

« Last Edit: December 29, 2010, 06:09:30 PM by Charlo »

Gnome


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Re: Devlog: Bricker
« Reply #1 on: December 21, 2010, 04:41:47 PM »
Reminds me that I have to find my copy of arkanoid.
This Cannot be, NOOOOOOOO!!!!

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Connors


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Re: Devlog: Bricker
« Reply #2 on: December 21, 2010, 05:10:09 PM »
Is the screen big enough for a level editor to make any sense?
Warning: The above post may have been modified multiple times.

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Charlo


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Re: Devlog: Bricker
« Reply #3 on: December 21, 2010, 05:17:26 PM »
Quote
Is the screen big enough for a level editor to make any sense?
Good point.  Right now, there isn't enough screen real-estate to include a level editing interface while maintaining the size of the level.

I would probably do something where you can click to define a brick's top-left and bottom-right points and then click on it again to specify the color.  That might be too complicated to fit in before the deadline, though.

WarHampster


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Re: Devlog: Bricker
« Reply #4 on: December 21, 2010, 09:22:29 PM »
Good idea for a project, every language needs a Breakout clone!

Tireas Dragon


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Re: Devlog: Bricker
« Reply #5 on: December 22, 2010, 11:44:10 AM »
Dang this was the game I was gonna make. I had already made the title screen most of the ball handling code and was just getting started on bricks. (I even made a power up)
This is what I had done. (Should I start work on something else I am wondering)
http://www.mediafire.com/?nxjm8px4n8lpzad

EDIT: power up does not work. (Note to self: fix power up)
« Last Edit: December 22, 2010, 11:48:01 AM by Tireas_Dragon »
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Gan


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Re: Devlog: Bricker
« Reply #6 on: December 22, 2010, 12:05:23 PM »
Aha, have a competition. Fight to build the best brick game.

EqwanoX


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Re: Devlog: Bricker
« Reply #7 on: December 22, 2010, 12:28:39 PM »
i thought the contest was gm and sc only, this is java. otherwise you should keep working on it as long as you think you can make it better than charlo's version which would be pretty hard
« Last Edit: December 22, 2010, 12:31:03 PM by EqwanoX »

Tireas Dragon


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Re: Devlog: Bricker
« Reply #8 on: December 22, 2010, 12:33:00 PM »

This technically isn't java. It processing which is made with java.

Quote
- Any Gamemaker will do, but it has to be able to run on macs.

I decided to make an arkanoid (or breakout) rip off.
« Last Edit: December 22, 2010, 12:34:16 PM by Tireas_Dragon »
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Charlo


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Re: Devlog: Bricker
« Reply #9 on: December 22, 2010, 12:43:20 PM »
Quote
Dang this was the game I was gonna make. I had already made the title screen most of the ball handling code and was just getting started on bricks. (I even made a power up)
This is what I had done. (Should I start work on something else I am wondering)
http://www.mediafire.com/?nxjm8px4n8lpzad

EDIT: power up does not work. (Note to self: fix power up)
Ooh, multiple balls!  I am envious.  You should definitely make something with that engine for the contest, I don't care if it's another breakout game or not.  

Tireas Dragon


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Re: Devlog: Bricker
« Reply #10 on: December 22, 2010, 02:32:49 PM »
I managed to create bricks. I think it shouldn't be too hard to insert power ups. Multiple balls wasn't to difficult. Using objects makes everything a whole lot easier. I just need to figure out how to make the bouncing off the paddle work. It is extremely unstable. Quite often the ball gets inside the paddle, and can no longer move.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Charlo


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Re: Devlog: Bricker
« Reply #11 on: December 22, 2010, 04:59:33 PM »
Object-oriented programming would definitely make the process easier.  Right now I'm using parallel arrays to hold the brick information, but just simple variables to hold the ball and paddle.  

The way I handled the paddle was that the ball only bounces if it is above the paddle, not if it is in the middle of the paddle.  If the ball runs into the side of the paddle, it won't bounce.  I also think I implemented something like it can only bounce off the paddle if it has bounced off of something else (wall or brick) first.

Tireas Dragon


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Re: Devlog: Bricker
« Reply #12 on: December 23, 2010, 12:08:21 AM »
Quote
 I also think I implemented something like it can only bounce off the paddle if it has bounced off of something else (wall or brick) first.
Thats Brilliant! Upgrading to object oriented programming has made me so less clever. I was far more clever when I used GM.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

WarHampster


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Re: Devlog: Bricker
« Reply #13 on: December 23, 2010, 11:01:53 AM »
Working with limitations always makes one more creative... just look at the tricks NES programmers used.

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Re: Devlog: Bricker
« Reply #14 on: December 23, 2010, 11:36:12 AM »
Yeah, GM has made a far more cleverly person out of me.
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