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Work in Progress / Crazy Arcanoid clone

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Thc03
20
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 13th Jan 2007 17:57
Hi everyone.
I began yesterday working on a crazy Arkanoid clone.
I say crazy because everything can be subject to change.
In example, I already implemented bricks, paddles and balls, while I miss bonuses, and monsters.
But, paddles can be any dimension you wish, and move as you see fit, while balls can have various radius, bricks can cause dead when hit, be unbreakable as stone, have multiple hit before destroying and also "normal" bricks, wich get destroyed by a single hit.
By the way, I'm still working on it and I really think my collision code sucks.
The game was began developed yesterday (12 gen 2006) with DarkBasic Professional, and I used UDT arrays and various GOSUBs to manage everything.
I would like to have various elements to collide each other but without using all those for cycles I used.
Basicly, what I done is:
for each ball
for each brick
if collision
ball.bounce let's say, but is not as short
end if
next brick
next ball
then:
for each ball
for each paddle
... and so on.
Suggestions are greatly appreciated now.
I consider source sharing for collaborations, but not for consulting.

Enjoy the first screenshot.
.

Bye, Berserk.
.

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Thc03
20
Years of Service
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 13th Jan 2007 17:59
P.S.:
Click download in the lower right corner of the previous post to see the screenshot.
I forgot to say, I done my own collision checking and coordinate management system.
.

Bye, Berserk.
.
Aaron Miller
18
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Joined: 25th Feb 2006
Playing: osu!
Posted: 13th Jan 2007 23:35
Interesting.

Keep up the good work.

-db

GameDeveloper, make your own games with a drag-and-drop interface. Basically t3dgm+fpsc editor combined.
http://forum.thegamecreators.com/?m=forum_view&t=86045&b=8&p=2
Grog Grueslayer
Valued Member
19
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Joined: 30th May 2005
Playing: Green Hell
Posted: 14th Jan 2007 12:45
If you use sprites for everything the only things you need to check collision on are the balls themselves. It doesn't matter if it's a paddle or a brick because you can use "sprite collision(BallSpriteNumber,0)" to return the sprite number of what the ball sprite is touching (or zero if it's not touching anything). Since you'll know which sprite numbers are the paddles and the bricks you can easily change the ball direction or destroy a brick when needed.
Thc03
20
Years of Service
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 14th Jan 2007 14:33
I prefer to do everything by myself, everytime.
I done a ray cast collision check (wich is fairly primitive by the way) and my own coordinate management system, because I liked to, as I see this as an opportunity to learn how stuff works.
I took in account your idea before starting, however.
It would be already finished now - LOL.

Bye, Berserk.
.

Bye, Berserk.
.
Thc03
20
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 15th Jan 2007 00:24 Edited at: 15th Jan 2007 00:24
Almost finished now, restructured (wel, actually rewritten ) the old code and got a fully working, compact codebase, yet expandable.
I still miss bonuses, but newly created codebase already supports such extensions.
Removed trigonometryc calculations for ball movement, I will add them back later.
I'll keep posted here as I go, still graphic is poor (but slightly "vectorial") and every single item (bricks, balls, paddles, bonuses and monsters) is dynamically insertable and removable, as well as fully customizable in dimensions, DOF, position, etc.

Thanks for your attention, your patience will be rewarded.
.

Bye, Berserk.
.
Grog Grueslayer
Valued Member
19
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Joined: 30th May 2005
Playing: Green Hell
Posted: 15th Jan 2007 05:50 Edited at: 15th Jan 2007 05:51
Quote: "I prefer to do everything by myself, everytime."


The sprite commands are there for us to use too. We don't have to over complicate things just because we can.
Thc03
20
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 15th Jan 2007 06:08
You're right, but what do I would learn this way?
I started as C game programmer, and never programmed neither a console C game.
I'm really frustrated for this, so I use the chances I have to cover what I missed.
E.G.: My ideal? To write a 3d engine (ala Quake 1) from scratch, then follo tutorials - lol.
.

Bye, Berserk.
.
Thc03
20
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 15th Jan 2007 21:44
OK, my clone is pratically here.
I've fixed a couple things today, tomorrow I'll go collisions and bonuses.
Then, I'll include a preview here.
I need your advice now, as I would add in a single level and I would like to know what to put inside.
Keep in mind, for now I can just add "standard" Arkanoid bonuses, the ones wich was in Taito's one.
Also suggestions on new bonuses are welcome.

Standard Arkanoid bonuses:
- sped-up paddle
- magnetic paddle (ball sticks on paddle)
- diamond ball (ball doesn't bounce on bricks)
- laser ray emitter
- next level warp (end of game in this case)

Thanks anyone in advance for any help.
.

Bye, Berserk.
.
Grog Grueslayer
Valued Member
19
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Joined: 30th May 2005
Playing: Green Hell
Posted: 16th Jan 2007 01:57
Generally a first level is the whole level filled with standard one hit bricks.

Don't forget to add wider paddle and smaller paddle.
Thc03
20
Years of Service
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Joined: 19th May 2004
Location: Pavia - Italy
Posted: 16th Jan 2007 20:38
Done.
Well, news and so are now moved here.
Have a look.
.

Bye, Berserk.
.
Aaron Miller
18
Years of Service
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Joined: 25th Feb 2006
Playing: osu!
Posted: 22nd Jan 2007 09:04
Quote: "To write a 3d engine (ala Quake 1)"

I know just the thing
Click here for a bunch of algorithms stuff

-db


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