Kling Klong - aka Fart-Annoyed

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SlevinKelevra
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Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 15th, 2017, 5:33 pm

Hey guys,

after some years of inactivity in this forum I started to watch Chili's new tutorial series. Currently I am coding some stuff for the Fart-Annoyed game. I would like to share the progress with you. My first beta tester is as always my 5 years old daughter, who also gave the game its name: "Kling Klong" :)

You can find the code here:
https://github.com/Erazor1980/KlingKlong
Branch: KlingKlongDev
Build and run in release mode to enable all functionalities!

I am trying to use concepts from Chili's current Beginner C++ tutorial only (edit: switched to std::vectors instead of array though).

Already included:
  • 3 kinds of bricks: normal, solid (which you have to hit twice) and undestroyable
  • power ups:
    • extra life (if not at max life)
    • temporary paddle size increase
    • laser gun
    • multi ball
    • super ball (really powerful one! :))
  • enemies
  • different level designs
  • 4 different difficulties (changes to ball/paddle speed, power up drop ratio/duration, enemy respawn time/max number, etc.)
  • animations for falling power ups
  • paddle explosion and game over screen
  • statistics screen (press 's' ingame or wait some seconds after game over)
  • some other small modifications
At the beginning the ball is stuck to the paddle, you can choose its direction with the left/right arrow keys. Press space to start the game. Restart the game with "enter".

Feedback, detected bugs or suggestions are highly appreciated!

BR
Slevin
Last edited by SlevinKelevra on February 25th, 2017, 10:14 pm, edited 8 times in total.
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SlevinKelevra
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Re: Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 15th, 2017, 9:15 pm

Added laser gun power up
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Re: Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 15th, 2017, 11:14 pm

Added 2 new levels. 3 seconds after finishing a level, the next one will start.
Last edited by SlevinKelevra on February 16th, 2017, 9:36 am, edited 1 time in total.
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Re: Kling Klong - aka Fart-Annoyed

Post by chili » February 16th, 2017, 1:24 am

I was kinda hoping someone would take up the challenge of pimping out the old fart :D

Sounds awesome, I'll take a look at this once I get home and give you some feedback bro.
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SlevinKelevra
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Re: Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 16th, 2017, 12:59 pm

Added multi ball power up. It was quite a pain in the ass, espacially without using dynamic memory allocation! Had to modify a lot of stuff, but it seems to work now :)

The paddle cooldown had to be disabled though... Have to find another solution for this issue.
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Re: Kling Klong - aka Fart-Annoyed

Post by chili » February 16th, 2017, 1:28 pm

Ah yes, I had considered that as well when doing the paddle cooldown. Easy fix would be, make the cooldown per ball I think.
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Re: Kling Klong - aka Fart-Annoyed

Post by chili » February 16th, 2017, 1:36 pm

Very awesome stuff man :) You added one of the things that I had debated adding myself, and then forgot to mention in the video, which was deciding you starting shot. Love the sound effects man, especially the one where the multiballs spawn. Is that your daughter at the end? Cute!

Two things I would have liked to add are: the rolling animation for the powerups, and enemies.
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Re: Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 16th, 2017, 1:49 pm

Thanks for your feedback Chili! Yes, it is my daughter at the end, for both winning and losing sound :).

I have also thought about adding enemies soon. Animation could be a little bit difficult though... Considering I want only use stuff, you have already presented in the beginner series.

Adding score could be also nice, but there is nothing like "drawText" yet in the framework, right?

Next I will fix the paddle cooldown problem. There is also an issue with occasionally louder brick collision sound... Could not figure, what the problem is. Seems like there are 2 collisions at the same time. It has nothing to do with the recently added stuff, had it since the beginning I think....
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Re: Kling Klong - aka Fart-Annoyed

Post by chili » February 16th, 2017, 2:12 pm

Yeah, i think that might be true. You could trap it by setting some code that checks whether collision happend twice in a short period and break there.

For the enemies, I would have just used a sprite sheet from original alkanoid, the animations are only a few frames.

...edit...

just realized no enemies in that sheet :P this one looks cool tho
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Mobile - Arkanoid iOS - General Sprites.png
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Re: Kling Klong - aka Fart-Annoyed

Post by SlevinKelevra » February 16th, 2017, 2:29 pm

When will you introduce sprites? Or would you suggst using PutPixel for the animation?!
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