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Work in Progress / Cookie Bomber [DBPro]

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Virtual Nomad
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 3rd Feb 2009 08:41 Edited at: 6th Feb 2009 23:21
Cookie Bomber is based on the old Atari 2600 game Kaboom! where the player is challenged to catch cookies being dropped from the roof-top of a local bakery.



Current State Of The Game: download here
while i have only incorporated the basics of the game with this initial post, i ask that you test the current WIP and please report:

1) FPS on your system (specs preferred on lower-end systems).
2) The HIGHEST Drop Rate you feel should make it into the game**.
**Success Rate for current Drop Rate now displayed.

this first version is just a background image, a couple stand-in sprites and sound effects, but i'm bound to mis-use them and i want to make sure it ends up playable

Current Controls:

Mouse
Mouse Left/Right = Move player Left/Right
LMB/RMB = Raise/Lower the Drop Rate at any time (500-3000 pix/sec).

or

Game Pad
Right Stick = Move player Left/Right
L1/R1 = Raise/Lower the Drop Rate at any time (500-3000 pix/sec).

<ESC> = Controller Set-Up Screen

*No scoring or player lives is implemented in this test issuance.

Feature List:
= Functional
= Working On It
= I Give Up!

Mouse Movement
Game Pad Support (with Force Feedback)

2-Player "Classic" Mode = Players take turns catching cookies.
2-Player "Versus" Mode = Players alternate as Cookie Bomber and Cookie Savior!

Menu System
High Score Table

Thanks for watching!

Virtual Nomad @ California, USA
AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit

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Virtual Nomad
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Location: SF Bay Area, USA
Posted: 3rd Feb 2009 08:48 Edited at: 3rd Feb 2009 09:04
first screenshot added.

instead of wasting this post just to upload the screenshot, i'll add some quick notes on the first demo:

atleast 1/2 the cookie should "hit" the cup to successfully catch it. this may change (or become an opportunity for difficulty level options) before final version. and, there is a defined region of the cup that the cookie must "hit", as well (ie, no sprite collision going on there).

the ripple is a stand-in effect. i hope to add some kinda "splash" effect for the final version.

the bomber AI is "totally random drop location" at this point. i'll add AI similar to the original Kaboom! later on (and the Cookie Bomber graphic, too )

i'll consider screen resolution options, as well. currently, it's set to 1024x768. since i have a widescreen monitor and the player movement is purely mousex driven, seems we're at a disadvantage or is it all scaled into it automatically through resolution emulation? hmmm...

Virtual Nomad @ California, USA
AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit

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Dragon Knight
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Location: Newcastle
Posted: 3rd Feb 2009 14:25
Lookn interesting Virtual Nomad, i'll give it a test when i get home from uni ^-^. Heh the name of it got me interested.

Virtual Nomad
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Posted: 3rd Feb 2009 23:32
added game pad w/ FF support in hopes of getting this tested soon as well (see first post for controls)

currently only the first device detected is available in-game (menu will show all detected).

it's a heck of a lot tougher with the game pad (as expected) so if you could report highest (realistic) Drop Rates for each, it would be a big help

Virtual Nomad @ California, USA
AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit
Mr Tank
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Location: United Kingdom
Posted: 4th Feb 2009 03:42
170 frames per second. I have trouble at about drop rate 1000.

Jimpo
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Posted: 4th Feb 2009 04:47
Solid 151 fps.

I don't know how many misses you are allowing players, but at 1500 I had around a 40% miss rate with both mouse and gamepad.

A side note, the gamepad was really sensitive! But once you get used to it, the controls work well. Maybe it's just a difference in settings, but for me, the mouse was worse off than the joystick.

Virtual Nomad
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Posted: 4th Feb 2009 06:55
thanks for the feedback, guys. i'm getting 500+ on the new system here so i'll have to keep asking as i add more to the game. i'm making this for my sister, a longtime kaboom! fan, and she's got a very meager system...

on the gamepad, i'm straight converting the -1000 to +1000 range of the z axis to screen x coords, believing it will deliver the closest thing to mouse control (and the closest thing to the original paddle controls on the atari). i can't think how i'd go about making it less sensitive.

this is what i'm using:

padx# = centerx# - ((joystick z()/1000.0)*-centerx#)

if you have any suggestions, i'd love to hear them.

later i'll work on simulating mouse control with the keyboard (figuring i'll need time-based accelerations) and i'm expecting a tough go there working with variable movement rates so i'm putting it off...

thanks again.

Virtual Nomad @ California, USA
AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit
Dragon Knight
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Location: Newcastle
Posted: 4th Feb 2009 22:08
After a while there was a checklist error. when i tried to raise the drop rate to above 700.

FPS = 467ish.. up and down, may want to limit that

Ideas:

Limit the mouse movement, e.g. the can, will only go soo fast to the place the mouse is at, this way it makes the game more fair to a wide range of users.

High score system please i like to see i'm beating at least 1 person heh.

Anyway looking good an idea of how to do the animation of the thing dropping into the can. Make half of the white stuff a separate object and IN FRONT of the dropping object there for it will look like it's being submerged into the bucket of stuff half way into the bucket

Mr Tank
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Posted: 4th Feb 2009 23:48
I got a checklist error whenever i missed a cookie.

Dragon Knight
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Posted: 5th Feb 2009 01:10
Just double checked, same as MrTank whenever i missed a cookie that's when i got the error ^-^

Must have been too focused on raising the speed to notice

Virtual Nomad
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Posted: 6th Feb 2009 23:35 Edited at: 6th Feb 2009 23:35
new download available (wip2b) with:

* checklist error fix
* addition of Success Rate @ current Drop Rate display
* removed the slight Force Feedback effect for successfully catching a cookie.

it made your hand/finger move slightly causing unwanted player movement which, i felt, was "punishment for success".

i hope to work more on this project over the next few days, adding in some of the suggestions and whatever else i have time for.

please continue testing and providing feedback. it's much appreciated!

Virtual Nomad @ California, USA
AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit
Dragon Knight
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Location: Newcastle
Posted: 7th Feb 2009 17:46
you didn't implement my idea, of limiting the speed of the bucket moving left and right whilst using the mouse...

I just kept vastly pushing the mouse left and right got 100% heh.

No problems encountered this time, perhaps start working on a user friendly Menu at the start, allowing the user to choose how fast they drop, oh yea and a count down before the game starts with the new difficulty this way it doesn't allow a ball to fly past you whilst your changing the difficulty ^-^

wickedly kick it
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Location: Fort-worth Texas
Posted: 20th Feb 2009 14:19
I got 600ish FPS. Got 50% success at 2000

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