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Post by johnno56 on Apr 27, 2020 20:40:53 GMT -6
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Post by kennn on Apr 28, 2020 2:04:05 GMT -6
I tested this version. No problem..!!!!!!!!!!!!!!!! The vibration effect and the animation effect are also very nice! I still have a question. In "GAME OVER" screen, the fonts of "SCORE: XXX", "DO YOU WANT TO PLAY AGAIN? [Y/N]" and "PRESS [ ENTER ] TO EXIT" may be too small. About power-up: I suggest that you try to make the simple power-ups first. For example, adding live, +20 points, +50 points, +100 points, etc.
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Post by johnno56 on Apr 28, 2020 2:31:32 GMT -6
I was a little bothered by, not just the size of the font, but the positioning also... The text was physically coded to be in those positions. I think with fonts of that size, perhaps making them "centred" would look a bit better. I will work on the size then the centring.... Thank you for pointing that out...
With regards to power ups, I agree, to start simple would be best. Simple or complex I still have no idea as to how to do power ups. I will continue to research any methods or even code snippets....
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Post by johnno56 on Apr 28, 2020 5:30:06 GMT -6
Kennn,
Text size and alignment has been tweaked.
I have written a subroutine to both select a font size and centre most of the large text. Future modifications should be relatively easy to do.
More testing to do as well as research power ups. Perhaps some of the other members may know how to add power ups? Or at least point us in the right direction... lol
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Post by kennn on Apr 28, 2020 7:52:39 GMT -6
More testing to do as well as research power ups. Perhaps some of the other members may know how to add power ups? Or at least point us in the right direction... lolI think.... powerUp[1] represents +live powerUp[2] represents +20 powerUp[3] represents +50 powerUp[4] represents +100 If a bullet hits a rock, do Rand(3)+1 and use case statement: Select Case Rand(3)+1 Case 1 If Rand(20) = 0 and powerUp[1] = False Then powerUp[1] = True EndIf Case 2 If Rand(10) = 0 and powerUp[2] = False Then powerUp[2] = True EndIf Case 3 If Rand(20) = 0 and powerUp[3] = False Then powerUp[3] = True EndIf Case 4 If Rand(25) = 0 and powerUp[4] = False Then powerUp[4] = True EndIf End Select Also draw the corresponding powerUp sprite at the location of the collision between the rock and the bullet. The above description is the beginning.
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Post by n00b on Apr 28, 2020 23:42:08 GMT -6
I think this game is ready to ship. Best of luck in the comp.
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Post by johnno56 on Apr 29, 2020 2:18:16 GMT -6
The current version that I have is slightly different to the version you used for the web. The differences are purely cosmetic. I use a "centring" subroutine for aligning the large fonts more neatly.
I know Kennn has his heart set on power ups, which I think is a great idea, but frankly I have my doubts as to whether they can be coded AND ready for the due date. But, I will do my best to at least, have some added as soon as I learn how...
Here is the current version.
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Post by johnno56 on Apr 29, 2020 2:43:55 GMT -6
I have email'ed Syntaxbomb's Admin for instructions in regards to preparing the game for submission. I will let you know what he says as soon as I hear.
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Post by kennn on Apr 29, 2020 3:04:58 GMT -6
n00b,I think this game is ready to ship. Best of luck in the comp. RCBasic will be well-known after the entry is submitted. The future of RCBasic may be quite brilliant. Maybe we encourage our members to join other game contests and upload their entries to itch.io. johnno56, I know Kennn has his heart set on power ups, which I think is a great idea, but frankly I have my doubts as to whether they can be coded AND ready for the due date. But, I will do my best to at least, have some added as soon as I learn how... Only need to try your best. Moreover, some expert members may suddenly come out to help. By the way, besides power-up, other nice things are also suitable for the entry. Do you remember the example in Game Maker 3.3? If up arrow key is pressed, two flames appear. They may strengthen the visual effect of the game. Attachments:
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Post by johnno56 on Apr 29, 2020 5:48:15 GMT -6
Indeed I do remember... Thrust... Flames... Would be good if the player was a rocket powered ship... But our little beastie is a UFO...
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Post by kennn on Apr 29, 2020 16:43:37 GMT -6
Bug:
First time: got over 100 points. Second time: got over 100 points. Third time: got over 100 points. Fourth time: when every bullet hit big rock, big rock did not become three small rocks. Big rock only disappeared.
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Post by johnno56 on Apr 29, 2020 18:38:26 GMT -6
Not a bug. Part of the code. Same as when large rocks collide. Will they just bounce off each other or will they disappear or breakup... Unfortunately, we do not have a physics engine in built as yet, so all that kind of stuff has to be coded. At times, unless the seed number is large enough, random does not seem to be quite as random as we hoped....
Besides, "bug" sounds SO negative, that's why I like to call them, "Random Features"... lol
When the player elects to play again a bunch of stuff happens to "clean up" from the previous game: All currently "active" bullets, large and small rocks are set to "destroyed". (that way the next game will not have "rogue" sprites on the screen from the previous play) The player stats are reset as is the current score. A new set of large rocks are initialised (8 rocks) for the next game. As you know, smaller rocks are produced by, large rocks colliding and large rocks being shot at... Collision and shooting do not always produce smaller rocks. Can you imagine what would happen if it did? One rock destroyed. Three small produced. Small destroyed. Large produced. Large destroyed. Three small produced... and around and around we go... Could make for a very "busy" screen. But, in our case, I believe that all 3 small rocks have to be destroyed before a new large one is made. But what is produced by bumping or shooting is purely random...
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Post by kennn on Apr 29, 2020 19:47:14 GMT -6
But what is produced by bumping or shooting is purely random... After I obtained certain points or I have played several rounds, not random any more. (Didn't produce small rock any more, big rock simply disappeared, (All big rocks)) Maybe you did not test enough. Edit: I tested the game again. Same problem. The first 4 rounds looked normal. In round 5 and round 6, did not produce any small rock after any big rock was hit by bullet. In round 7, the game generated an unknown error and went back to desktop automatically.
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Post by tbird on Apr 29, 2020 23:15:37 GMT -6
Here is the fixed version I played 10 rounds and everything worked as it should, I also fixed the small explosions for the small rocks.
hotfix.zip (8.68 KB)
EDIT: Overwrite what is in your libs folder with this
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Post by johnno56 on Apr 30, 2020 1:29:53 GMT -6
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