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 Post subject: Check out my ARKANOID
 Post Posted: June 10th, 2017, 5:12 pm 
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Joined: April 15th, 2017, 4:14 pm
Posts: 17
Location: Slovakia
Hey, Guys ...
After working on this project for 3 weeks,
I can finally say it's in a shape where I'm satisfied with it and I feel comfortable showing it.


Image


Controls:
Left and Right Arrows to move
Space to activate power-ups if needed
Escape to pause


It has 4 levels for now.
Spoiler:
Image
Image
Image
Image


If you are interested in the source, you can check it out on github here, be warned tho it's a mess.
And you can download the release below.


Attachments:
File comment: (most recent build) 9+ downloads
Arkanoid.rar [1.19 MiB]
Downloaded 19 times


Last edited by DEM0N194 on June 15th, 2017, 7:23 am, edited 7 times in total.
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 Post Posted: June 10th, 2017, 5:47 pm 
 

Joined: September 26th, 2013, 4:57 pm
Posts: 391
Location: Kentucky
Great job this looks very polished and looks like you put a lot of work into it.

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PM me if you need to contact me. Thanks to all the helpful people on this forum especially to Chili.


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 Post Posted: June 11th, 2017, 4:03 pm 
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Joined: December 31st, 2011, 4:53 pm
Posts: 3447
Location: Japan
I'll have to take a look at this in detail as soon as I get the time. Looks like good material to be featured in an update video :)

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 Post Posted: June 11th, 2017, 5:52 pm 
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Joined: September 14th, 2015, 10:58 pm
Posts: 33
Location: Jena
DEM0N194 wrote:
Hey, Guys ...
After working on this project for 3 weeks,
I can finally say it's in a shape where I'm satisfied with it and I feel comfortable showing it.

I like it - i recognize our pixel font in action.Why 40 points per bar though?
I especially like purple power-up for level-skip.
There is a sound glitch when paddle barely makes it to touch the ball with edge.
DEM0N194 wrote:
It has 4 levels for now.

Too hard for me. I tried for an hour or so and reached level 4 only once. Well I guess i suck :D

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 Post Posted: June 11th, 2017, 8:00 pm 
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Joined: April 15th, 2017, 4:14 pm
Posts: 17
Location: Slovakia
krautersuppe wrote:
I like it - i recognize our pixel font in action.Why 40 points per bar though?

Yeah, I upgraded the Pixel Font during the development of this game... you are now able to align the text to the left, middle and right, just like in word for example.

krautersuppe wrote:
I don't know how you came up with 40 points per brick tho..

It is based on the color of the brick:
White - 50
Orange - 60
Cyan - 70
Green - 80
Red - 90
Blue - 100
Magenta - 110
Yellow - 120
Silver - 50*lvl

krautersuppe wrote:
I especially like purple power-up for level-skip.

Yup, I honestly think that's the only way to beat the game.
I couldn't beat Lvl 04 either :D

Although there was one guy who managed to complete the level thanks to a glitch.
Spoiler:
Image


krautersuppe wrote:
There is a sound glitch when paddle barely makes it to touch the ball with edge.

Yes, I'm aware of that. It happens when you have more than 1 ball because then I have to bypass the paddle reset so the other balls can collide with the paddle.

I'll probably fix it sometime during this week along with some other bugs I'm aware of.


Last edited by DEM0N194 on June 16th, 2017, 8:23 am, edited 3 times in total.

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 Post Posted: June 12th, 2017, 2:45 pm 
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Joined: December 31st, 2011, 4:53 pm
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Location: Japan
Alright, this is really fuckin tight shit man, hats off. So much win here.

Of course meaty features like adding text rendering support, adding levels, powerups, and different types of bricks is good shit and take a good deal of work. But also the little touches are great. The way that the paddle fades out when you die. Changing the window resolution really adds to the look and feel, I wish I'd have thought of that for the tutorials actually. The sound effects really tie it together too. And the title screen looks awesome. Great job.

Is it feature-complete, or do you still plan on adding more? :)

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 Post Posted: June 12th, 2017, 10:33 pm 
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Joined: April 15th, 2017, 4:14 pm
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Location: Slovakia
Thanks for the kind words Chili. :)

It is pretty much complete. Originally I wanted to add more stuff to it... like enemies. but honestly, I have no idea what they do in Arkanoid :D I also wanted to add more power-ups, but I felt like if I continued adding more stuff to it, I would just turn the code into an even bigger mess of spaghetti than it already is.

I just uploaded an updated version where the sound bug and some other bugs are fixed...
That was probably the last thing I wanted to do with this project.

The next step for me is watching the intermediate series.
And the other day I installed sfml via vcpkg, so that's what I'll be probably messing with next.


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 Post Posted: June 13th, 2017, 1:11 am 
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Dang, I was hoping for enemies. Still, I can see how you'd want to move on to new blue skies; you've clearly spent a lot of time on this one already. Code isn't nearly as messy as you let on. :lol:

SFML is definitely recommended to play with. Look forward to seeing whatever you come up with next bro ;)

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 Post Posted: June 18th, 2017, 12:14 pm 
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Joined: April 15th, 2017, 4:14 pm
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Location: Slovakia
Hey guys I've been thinking about maybe implementing a level editor into the game just to see if I can. And also storing the levels externally somehow... So it would load the levels from a file. And you could also save the levels you have made.
I don't know if I should do it?

On another note... I haven't had much time to experiment with SFML... Busy with school exams and doing my drivers license. But I have an idea for a fun little game which I want to do in SFML to see how it feels to use it.


Last edited by DEM0N194 on June 20th, 2017, 5:30 am, edited 2 times in total.

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 Post Posted: June 18th, 2017, 1:04 pm 
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Joined: September 9th, 2013, 12:58 am
Posts: 74
Location: Germany
This is really great stuff Demon! You even have your own logo :)

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