In the making: Arukanoido – an Arkanoid clone

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pixel
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 7:51 am

mrr19121970 wrote:I just managed on level 03 to get the ball through the 1st level of bricks on the left hand side of the screen. ie. between the brick and the pipe. I guess there is a collision detection issue here ?

The ball is making double steps now. When the sub-pixel position carries over, the ball is jumping one pixel too far, I assume, so the rather simple collision detection finds itself inside a block and doesn't react. Will look into that ASAP. Thanks!
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 9:18 am

Looks OK now. Everything online updated.:wq
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 4:28 pm

Hold on to your helmets 'coz now you gets. Sound issue is fixed and from now on you'll miss the boring parts where you wait for the ball to come across. Paddle users better consider their pocket money gone already. :mrgreen:

EDIT: Sound has NOT been fixed.
EDIT: Sound is broken in the TAP where the binary has been exomized.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby Boray » Fri May 19, 2017 1:22 pm

I got the time to try this game a bit today. I played with a joystick and it plays really well. It feels more ore less like how I remembered the c64 version. After playing a while though, one of the balls (when playing with three balls) got stuck at the upper border. And after losing the other balls, I couldn't continue. Just a continuous sound from the stuck ball. See attached picture.

I think the game is way too generous with extra lives (again, see picture), or maybe you did this on purpose to be able to bug test for long?

Anyway, I think this will be really great! Thumbs up!
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Fri May 19, 2017 4:27 pm

keeps getting better... :D

btw I managed to get a ball bouncing horizontally for about 3 mins before it eventually changed direction....

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat May 20, 2017 2:04 am

Now that must have been quite frustrating to get stuck that far in. Sorry. :( Sometimes early releases can be quite embarrassing...

Didn't really do that on purpose with that ton of extra lifes. The random number generator just sucks. :( It's called over and over again to avoid CRTC screen wobble caused by spoiled VSYNCs. Will go for the thread about rand() in a minute.

I'm sure the ball bouncing horizontally was caused by an extended bat. Code rewrite ahead.

Thanks for testing as usual. :) Am glad you're having fun (which is what this is all about).

p.s.: People please don't think I'd be ignorant or something if I fix some bugs days after they have been reported. Sometimes fixing something immediately gets in the way of getting things done. We apologise for any inconvenience caused by destruction. ;)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Sat May 20, 2017 9:30 am

played on real hardware today with joystick, got to level 14 ~75K !!

I think this has to be the most addictive/playable game so far on the Vic for me..

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat May 20, 2017 9:57 am

beamrider wrote:I think this has to be the most addictive/playable game so far on the Vic for me..

Heh? Easy, please. You're doing my head in. As a professional addict I've been talking to one Japanese, extoling upon the virtues of Japanese game design recently and he gave me a present. What an incredibly nice guy. So much to learn from them.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby mrr19121970 » Sat May 20, 2017 11:10 am

Is this version always the latest build ?

http://hugbox.org/pixel/external/denial/arukanoido.zip

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat May 20, 2017 4:03 pm

mrr19121970 wrote:Is this version always the latest build ?

http://hugbox.org/pixel/external/denial/arukanoido.zip

Yes, it's kept in sync with the repository. :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby mrr19121970 » Sun May 21, 2017 1:47 am

The TAP doesn't seem to work with a TAPUNINO. Works fine with a Princess3 mind you. Is this your super tape loader?

Feedback.

Small amount of colour clash on the 'power pills' if they are released together and travelling too near. Small delay needed ?

Level 6/7/8 striped blocks (red/yellow ?) seem to be 1 pixel too narrow ??

Level 1 a 'power pill' was released, and I lost a life. The power will was still there on starting again, but no longer fell down. Just twinkled without moving. https://youtu.be/MbUuhadeLV0

When having a 'sticky bat' and holding the ball, the 'power pills' change from coloured to white just before they touch the bat. Also when sticky there is a terrible sound. https://youtu.be/2El419-Ah04

Round 9. During multiple balles, one ball got caught in the right 'eye' and moved up and down only. I deliberately lost the other balls to film, but then the 'timeout' came in and the ball was freed.

Round 28. With lasers, the blue blocks on the left cannot be shot away.

Round 33. Completing it makes a funny sound and the game ends.

All levels, I felt when the ball was moving at the top of the screen there were certain places where the ball was 1 + 1/5 visible. Maybe when moving over rasters.

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Mon May 22, 2017 4:49 am

Wow! :o You people are investing quite some time in this. Thank you!

mrr19121970 wrote:The TAP doesn't seem to work with a TAPUNINO. Works fine with a Princess3 mind you. Is this your super tape loader?

Ermh. Oops. Yes, that's c2nwarp – I assumed the best thing about the loader is that I wouldn't have to compete with the in-depth hardware expertise others bring on here. Although betting on mistakes on my side doesn't crack huge jackpots I'd point fingers to the Tapuino.

mrr19121970 wrote:Small amount of colour clash on the 'power pills' if they are released together and travelling too near. Small delay needed ?

Yep. Fine tuning such things will be the very last task.

mrr19121970 wrote:Level 6/7/8 striped blocks (red/yellow ?) seem to be 1 pixel too narrow ??

These are multicolor blocks with half the resolution. There's no other way to get in some kind of orange except the light blue gets replaced by that odd-looking orange in the high colour register. The walls would become orange.

The other bugs are the regular bad luck you get with pre-releases. I see it's time to break out better releases to avoid confusion.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed May 24, 2017 9:11 pm

A new update is on. Didn't track the changes really. Again, the sound looks O.K. on my side and the disruption mode (multiple balls) does a little bit better. It also starts up a little bit faster.

Don't release a caught ball with the Vaus leaning to wall on the right or it'll get stuck. me -> bed *yawn* – Thanks again, beamrider, for the help at that late hour. :)

Have fun!
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Fri May 26, 2017 3:35 am

Another update. Program relocation (backwards memory copy) was a complete pile of BS. :(
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