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DarkBASIC Professional Discussion / Community Projects

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David Gervais
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Posted: 30th Jan 2007 23:59 Edited at: 31st Jan 2007 00:03
LoL.. Hobgoblin I noticed that too, so I just inverted the colors in the new Bricks_Dlg1.png. I also noticed that more room was needed at the top for the text, so I moved everything down some.

Now I'll have to revert them back? nah.. we'll fix the code at another time. This is the danger when more than one person sees and fixes a minor bug. I took the artistic approach, you adjusted the code, now we are out of sync again.

Note, the edit_brick function will be revisited later anyways,.. I'll be making 'edit' buttons, '+' and '-' buttons, a 'spindle' to choose the 'special' etc.

As a general rule, if I can fix something by simply adjusting a bitmap, just make a request.

Anyways, this is a funny hapenstance,.. I wonder what the next one will be

Cheers!

In case you missed the 'change' here it is again..

BatVink
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Posted: 31st Jan 2007 16:59
Hi guys,

I'm butting in here but I'd like to put a request in. What do you think to doing something really worthwhile in this thread at some point? I'm a school governor, and I can get a real client for your work. I'm thinking about an educational game that children can use in class. Schools in the UK at least have interactive whiteboards where you can touch the screen to play and interact with the game.

I'm thinking about a Numeracy or Literacy game with easy-to-press targets for answers, and some nice eye-candy to keep them hooked. I can get a specification from the head teacher / numeracy coordinator that will meet educational requirements, it would probably be for Year 5 children (8/9 years, Key Stage 2).

What do you think? Shall I pursue it? We have a test customer, and it could go further afield as freeware, maybe even lead to bigger things



Hobgoblin Lord
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Posted: 31st Jan 2007 16:59 Edited at: 31st Jan 2007 17:02
OK import function is in, just set it to whichever level number you saved as and press "i" for import. WARNING do not try to load levels made before this build, there was an error with the data being written to the file and it will not load properly and may hang.

The import function should be a good starting point if someone wants to get started on the actual game file.

I will continue work on the editor for now to make it as user friendly as possible.



EDIT: Batvink, that sounds interesting enough. I like making educational software, I do stuff for my kids all the time to help them with their studies.

RiiDii
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Posted: 31st Jan 2007 17:57
Hey BatVink: That sounds like an excelent idea. I'd say go forward with persuing the information. I will promise to do persue the idea here. We are going to be wrapping this project up around the 12th of February, so if you have something to go on by then, we can make that our next project.


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RiiDii
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Posted: 31st Jan 2007 18:47
Great work HL! Here's the start for the actual game. I started with the editor and deleted the functions that were not needed for the game; then added in the player and player controls. Next step, add the ball.




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Ric
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Posted: 31st Jan 2007 19:09
I also have an interest in educational software, having made a fair bit of it for the kids in my own and other teachers' classes. The commercial educational software market is a big one, with even bigger holes in it in my opinion. What we could do in a two week community project could quite easily be better than some of the commercial rubbish I've seen at over-inflated prices.

If a freeware version achieves success, then I'm positive there is a business opportunity in there somewhere.

Not had a chance to get in with this breakout project yet - been very busy this last week.

Hobgoblin Lord
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Posted: 31st Jan 2007 20:19 Edited at: 31st Jan 2007 21:40
Working off Dave's initial image I added in a little effect for when the player paddle is moving kind of fast.





Here is a version adding in some of Phaleax's ball code.



Ric
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Posted: 1st Feb 2007 09:59 Edited at: 1st Feb 2007 10:05
Very nice work on this so far! It took me a while putting all the pieces together, so incase anybody else wants to get involved at this point, I've attached the whole zipped up project so far.

I've created a basic level 1 to get things going (very useful editor, btw), and modified the code very slightly - just a drop in the ocean compared to the work that's been done so far! All movement is now timer based. I've used the same function HL used for the player motion-blur effect, for the ball - to make it's motion appear smoother. I also offset the sprite for the ball so that it's x and y positions represent the centre of the ball, rather than the top left, and adjusted the wall collision function and constants accordingly. On rare occasions, if the speed of the ball was set too fast, the ball was getting trapped behind a wall - that should be resolved now too.

I guess brick collision would be the next obvious thing to get working ...

<edit> ah - I see that Phaelax is already working on that.

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RiiDii
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Posted: 1st Feb 2007 10:25
Slight modification to the Shadow function so that the amount of blur is dependant on the player's speed.




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David Gervais
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Posted: 1st Feb 2007 11:02 Edited at: 1st Feb 2007 11:05
Here are some thoughts,..

For Scoring, I propose 2 items to keep track of, 1 being the score used on the number of bricks broken, 'AND' a 'Loot' count.. When the ball does break-in (through the bricks) and bounces off the bottom wall, that will increase the 'Loot' count. So each time the ball collides with the bottom wall the 'Loot' count goes up. I have made a moneybag image that we can have spill out of the 'hole' on the bottom right of the side panel.

Here is the Moneybag image..

Also, what text fields will be needed on the side panel? I can think of 'Player Name', 'Level', 'Score', 'Loot' and possibly 'Score 2 Beat'(which would simply be the current high score from the top 10 list.) Any thoughts?

Cheers!

P.S. Could we make the bricks 36x14 so that there is a bit of space between each (2 pixels) The reason for this, is if we implement the ability to change the play area underlay it would look better if some of the background showed through. I'll post an example later.
David Gervais
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Posted: 1st Feb 2007 14:07
I Found a bug in the Control_Paddle function..



should be



By having the =14 (less than the condition "<15") the paddle gets stuck on the left hand side of the screen.

Cheers!

**UI Update** attached is a new UI with place for the 'Level', 'Score', 'Loot' and 'Score to Beat'. I also included a second UI and a top paddle to go with it. And.. I cut out the broken bricks on the bottom right of the panel so that it can be overlayed. When the player breaks-in, Splash this new sprite over the UI to give a visual feedack to the player that he has broken in.. then each time the ball hits the bottom wall, spit out a moneybag from this hole and add to the loot count.

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Ric
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Posted: 1st Feb 2007 17:35 Edited at: 1st Feb 2007 17:43
Wow - Excellent graphics!

Hobgoblin Lord
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Posted: 1st Feb 2007 19:45
Nice Dave!

Thanks for the compliments on the editor guys.

Have to say I am impressed that I am getting 320FPS on this still. I think this looks pretty damn good so far, a little more work and it could easily be a game like those on MSN games etc. Watch out Bricks of Egypt..

Phaelax
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Posted: 1st Feb 2007 19:56
Darkanoid?

Hobgoblin Lord
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Posted: 1st Feb 2007 20:43
Here is an attempt to try and work in phaelax's bat collision code, I had to make some changes since the bat is at the top and play around with it a little, but all in all not bad. If someone can tweak it it should be fine. also added a little hit sound in attached to the post.



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Hobgoblin Lord
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Posted: 1st Feb 2007 21:47
Brick collision added, detection seems right on but the angle of retreat seems to need some refining. That said you can now kill the bricks.



Ric
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Posted: 2nd Feb 2007 12:36
Here's the refinement for the brick collision - it seems to work right most of the time, but I'm not sure that it's 100% right yet ... it seems to go in anunexpected direction sometimes when it hits more than one brick at a time, or gets them right on the corners. Anyway, it'll probably do for now:



David Gervais
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Posted: 2nd Feb 2007 13:45
I decided the Editor needed a custom UI, so I whipped this one up...



Attached is the fullscreen panel.

Notes: The 'Load' button beside the 'Edit' for the bricks is to allow the loading of a custom bitmap for a brick. (like the specials I made earlier) It is not intended as a load function for the brick info, just the bitmap. (we could change this to 'Select' and have a set of pre made bricks in a file that we disect when loaded. this would allow for the addition of more bricks later and avoid the need of a special file selector) Let me know if you need a special widgets or doohicky's

Cheers!

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BatVink
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Posted: 2nd Feb 2007 15:36
Hi guys, my apologies for butting in again mid-challenge. I have a full spec for an education game from a headmaster, ways to make it appealing to different age ranges and probably acceptable outside the UK SATS system.

So if you are happy to make this the next challenge, I'll provide a full requirements spec and my ideas after this current challenge. I'll get stuck in myself on the coding side, and I know this could lead to some nice exposure for everyone.



Hobgoblin Lord
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Posted: 2nd Feb 2007 16:54
Dave if you want to toss the special bricks into a combined image, I will get them added in.

Batvink, I am all for it.

David Gervais
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Posted: 2nd Feb 2007 17:06 Edited at: 2nd Feb 2007 17:34
Special bricks? hmmm.. lol I was working on those..



Made them as overlays, I hope this is ok, and also I put them all in one file. the above .png's are in this order.. overlay specials,.. sample of the specials pasted over the game bricks and a set of alternate bricks.

Cheers!

EDIT: Things are coming along nicely, keep up the great work. (I'm having fun, are you?)
Blobby 101
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Posted: 2nd Feb 2007 17:42 Edited at: 2nd Feb 2007 17:43
ok i said i would make a couple of tiles but it looks like david has beaten me to it so i made this concrete tile if we're going to use the idea of briks that are unhittable for a while.


Projects: jungle extreme 10%
mental snowboarding 3%

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David Gervais
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Posted: 2nd Feb 2007 19:05
Blobby 101, nice brick. I think we will be making a bitmap with a whole bunch of various brick tiles that the user can add to or edit. So we will add your brick to the bunch, thanks. Feel free to make more, even making different color versions is good too.

Cheers!
RiiDii
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Posted: 2nd Feb 2007 19:10
Added in a Ball_Start() function so that the player can start the ball. Also re-starts when the ball goes above the player. Press Space to start. Hey David, can we get a nice "Press Space" graphic?




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Hobgoblin Lord
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Posted: 2nd Feb 2007 19:47
since the overlays are to the new brick size, I updated the code to the 36x14 bricks. working back in the editor now to get the overlays happening.



David Gervais
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Posted: 2nd Feb 2007 20:24
Here you go RiiDii..



Cheers!
RiiDii
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Posted: 2nd Feb 2007 20:40 Edited at: 2nd Feb 2007 20:48
Added in advancement to the next level. We can make it more exciting, but for now, at least we can advance levels.

If you run out of levels, the game just ends for now. We can add in some nice "You won!" graphics (and maybe some "You have been caught" graphics for "losing").



Edit: Added in the "Press Space" graphic. Thanks David.


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Hobgoblin Lord
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Posted: 2nd Feb 2007 21:10
Nice Riidii, only thing is you forgot to update your code to the new brick size of 36x14. Editor updates almost done.

Phaelax
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Posted: 3rd Feb 2007 05:41
Quote: "
balls(1).dx = cos(255)
balls(1).dy = sin(255)
"


255? Odd number to use since the range is 360.

RiiDii
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Posted: 3rd Feb 2007 08:26
Oops. Here it is (I hope).




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David Gervais
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Posted: 3rd Feb 2007 12:06 Edited at: 3rd Feb 2007 14:20
Just caught another little code quirk.. Once we changed the brick size to 36x14 we also needed to adjust the grid offset from this..



to..



changing the 15+brick.. to 16+brick.. centers the bricks in the view.

Cheers!
Hobgoblin Lord
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Posted: 3rd Feb 2007 15:12 Edited at: 3rd Feb 2007 15:16
Actually it's to this since we reduced both dimensions, and I did if you look at the code I posted.



EDIT This also needs to be changed.



David Gervais
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Posted: 3rd Feb 2007 16:28 Edited at: 4th Feb 2007 10:39
Thanks Hobgoblin, I missed that piece.

&
Just did these in case anyone wants to take a crack at making this a 2 player game.

Cheers!
Hobgoblin Lord
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Posted: 3rd Feb 2007 17:04
wow adding in the cop and all of a sudden we have the village people Theres an unlockable add in a sailor, construction worker and native

RiiDii
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Posted: 3rd Feb 2007 17:21 Edited at: 3rd Feb 2007 17:21
Something along the lines of?...

It's fun to work at the


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Hobgoblin Lord
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Posted: 3rd Feb 2007 17:49 Edited at: 3rd Feb 2007 17:49
HyperByte
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Posted: 3rd Feb 2007 17:54
nice work guys when is the next project!

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David Gervais
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Posted: 3rd Feb 2007 19:06 Edited at: 4th Feb 2007 10:41
lol, very funny, but there was no thief/prisoner in the village people.

Cheers!

Edit,.. I just had to make an RCMP cop,.. lol



Edit v2.0: FYI I updated the cop paddles in the earlier post (added a hat) Refresh your browser to see the new images.
Sunflash
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Posted: 4th Feb 2007 06:13 Edited at: 4th Feb 2007 06:19
Hey, could someone recompile all the media for us lurkers? I've tried to search everywhere for it all, but it's getting a little confusing

Nice work your all doing, I think I shall help with the next project. By that time I should be cought up with my school again

EDIT: Oh, I see, I was just missing the "Press Space" image and the button.wav file. Lol, now I have to tamper with gettin gth code in order

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David Gervais
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Posted: 4th Feb 2007 13:34
Added some new bricks to the 'alternates' bitmap..



Cheers!

Note: To add bricks of your own, just widen (resize canvas) the bitmap by 36 pixels and paste in your new bricks.
David Gervais
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Posted: 4th Feb 2007 16:16
Here is a You Win and You Lose window...





Cheers!
Hobgoblin Lord
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Posted: 4th Feb 2007 18:01
Nice screens Dave, although on the you lose one I can picture the outline and evil grin of a really big cellmate

Phaelax
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Posted: 4th Feb 2007 22:35
Yea, draw some "bubba" fellow just vaguely in the background behind the guy. Perhaps holding a bar of soap on a rope.

David Gervais
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Posted: 5th Feb 2007 12:49
Ok, I'm having fun,.. By changing 3 files I made a theme/skin for your viewing/playing pleasure.

Note: you need to adjust your code to load these new bitmaps then run. Note2: I included a new 'Level 1' so if you want to keep the old one be sure to rename it before you unzip these files.

Note3: I'll be making a template that anyone can use to turn any 800x600 bitmap into a game UI. I'll post that in a bit.

Cheers!

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David Gervais
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Posted: 5th Feb 2007 13:07 Edited at: 5th Feb 2007 14:10
And here is the template I mentionned. (I needed to 'attach it' because photobucket would have cropped it.

Note the 2 tone teal area is 570x570 and is the 'play area' the top 81 pixel height is where the paddle/player sprite goes.

This type of 'template' could open up the possibility of letting the player load any 800x600 bitmap to become the UI and a separate 570x570 background for the play area.

Comments are always welcome, Cheers!

Edit: Here is a quick sample of what can be done using the attached template.. (note it is a .jpg and scaled down to 640x480) I do not intend to use this in our game, the images are taken from various wallpaper sources on the web.



Cheers! v2.0

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Hobgoblin Lord
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Posted: 5th Feb 2007 14:16
I think we would all want to break into that Dave

BatVink
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Posted: 5th Feb 2007 14:16
This is looking amazing. When I first saw this thread, I thought it would be interesting. But I never expected to see games with such polished graphics, level editors and skinning!!!



David Gervais
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Another sample of using the template to make a skin,..



This one is a simple stamp over a fantasy art image. I then cropped a part of the sky and resized it to make the bottom play area, cropped a space nebula pic I made, found a knight graphic on the net, cropped it to make the paddle.. Such a simple Idea can open a world of possibilities.

Cheers!
BatVink
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Posted: 5th Feb 2007 17:28
Is the ball and character at the top part of the skin, or just you overlaying it to demonstrate how it might look?



David Gervais
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Posted: 5th Feb 2007 17:51
These are just mockups. The current game uses a single .png background, a paddle sprite and ball sprite. We are trying to make things easy to get more people involved. I'm posting these in hopes it inspires people to join in on this current community project.

Cheers!

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