android
  #1  
Old 10-18-2010, 04:31 PM
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jbob182 jbob182 is offline
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Default BallBounce

I have been working on a port of ballbounce lately

The goal of ballbounce it to get the ball to the far right without hitting any grey blocks.


Here is what is done:

gui
level setup
collision system
angel calculation (Thanks Habbhome and the pong game)
menu
ball movement

speed adjuster
ball.y adjuster

timer
highscore
save/resume
menu functions
blinking boxes
moving boxes
Levels Done

Menu
1





what is needed

more levels



Thanks to Bret_Val for fixing the collision error


BETA release has the majority of the engine just, just some fine tune ups ( like limitling the firing line)
Attached Images
File Type: png sshot-3.png (62.6 KB, 91 views)
File Type: png 2343.png (64.9 KB, 72 views)
File Type: png sshot-1.png (3.4 KB, 103 views)
Attached Files
File Type: zip BallBounce BETA.zip (34.9 KB, 81 views)

Last edited by jbob182; 11-11-2010 at 05:19 PM.
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  #2  
Old 10-18-2010, 05:25 PM
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Habhome Habhome is offline
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Default

So the code I helped you with isn't working? If you need help don't hesitate to ask.
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  #3  
Old 10-18-2010, 05:37 PM
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meetooman meetooman is offline
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I am not much into games, but this one is funny. Best wishes for this project.
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  #4  
Old 10-18-2010, 06:38 PM
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jbob182 jbob182 is offline
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Habbhome yyour code works fine(after i modded it) it is the code for angle calculation of the ball once it bounce off a wall. I have tried so many differnt styles of fixing this error, my jezzball code wont even be of any help sinceof the box set up i have. I am going to look at batballwall's code to see if i cant find a better solution.


the collision system works but since the ball angel calculation is messed up so is the collsion

-----------------------------------------------------------------------------------------------
I just rewrote the collision-angel checking again and i found what was wrong my collision system seems to be off a few 25 pixals when checking making my ball bounce against "invisible" walls
-----------------------------------------------------------------------------------------------
The problem is fixed thanks to Bret_Val

Last edited by jbob182; 10-19-2010 at 09:12 PM.
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  #5  
Old 10-30-2010, 12:37 PM
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jbob182 jbob182 is offline
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this game is near completion. Since the levels will be the most time consuming any one intersted in helping with levels can do any of these options

1. take a screenshot of a level and crop it to just the actual display then resize it to 40x240(see attachment)(of a level that i have not done so far)
2. pm me and i will consider having you help program the levels

the level setup is fairly simple

Code:
function levelcheck()

    if level == 1 then
        objects = {{},{},{},{},{},{},{},{},{},{}}
        
        objects[1].x=91
        objects[1].y=119
        objects[1].maxx=39
        objects[1].maxy=32
        objects[1].state="black"

        objects[2].x=167
        objects[2].y=44
        objects[2].maxx=61
        objects[2].maxy=50
        objects[2].state="black"

        objects[3].x=245
        objects[3].y=141
        objects[3].maxx=68
        objects[3].maxy=56
        objects[3].state="black"

        objects[4].x=0
        objects[4].y=0
        objects[4].maxx=400
        objects[4].maxy=6
        objects[4].state="ballspeed"

        objects[5].x=15
        objects[5].y=222
        objects[5].maxx=385
        objects[5].maxy=1
        objects[5].state="black"

        objects[6].x=14
        objects[6].y=5
        objects[6].maxx=1
        objects[6].maxy=218
        objects[6].state="black"

        objects[7].x=49
        objects[7].y=185
        objects[7].maxx=30
        objects[7].maxy=25
        objects[7].state="grey"

        objects[8].x=59
        objects[8].y=13
        objects[8].maxx=32
        objects[8].maxy=26
        objects[8].state="grey"

        objects[9].x=164
        objects[9].y=195
        objects[9].maxx=25
        objects[9].maxy=21
        objects[9].state="grey"

        objects[10].x=270
        objects[10].y=59
        objects[10].maxx=50
        objects[10].maxy=42
        objects[10].state="grey"
    end
end
Attached Images
File Type: png sshot-1.png (5.9 KB, 14 views)

Last edited by jbob182; 10-30-2010 at 12:45 PM.
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  #6  
Old 11-11-2010, 05:20 PM
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jbob182 jbob182 is offline
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Beta is out, anyone have any suggestions for limiting the firing line ( how much should i limit it ie: 20 pixals)


-------------------
Just tested it on the player and there are some things that (NEED) to get fixed(like adding limiataions to drawing). SO use this beta on the adk not on the player

Last edited by jbob182; 11-11-2010 at 05:30 PM.
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  #7  
Old 12-31-2010, 06:26 PM
rgdevelops rgdevelops is offline
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Default hello

hello everyone-
I am a java programmer and find the programming the adk for the zen interesting. thanks for the example,this will surely help me in my self learning the lua scripting language without buying yet another book.as i porgess in learning i will contribute and try to cross over some java examples.
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