UnderwareDESIGN

PlayBASIC => Show Case => Topic started by: micky4fun on April 24, 2009, 02:51:10 PM

Title: Clowns 'n' Balloons final released !!!
Post by: micky4fun on April 24, 2009, 02:51:10 PM
Hi all

well heres another game , well a simple game not much to this one , just burst 100 out of the 120 balloons to get to next level , it does get a little harder each level , the controll will take a few goes to get use to , as a simple mouse controll would have been to easy ,
score 3000 to get an extra life , thats about it really ,

I know it dont push PB to its limits , rather the least it can do , but just a bit more fun for me
oh yes quite easy to follow my code , as long as you are a spider  ;D
Piinhead will be next , sould not take to long to do

sorry for slight delay had to do some fence painting for my mum , another game maybe , haha

mick :)
Title: Re: Clowns 'n' Balloons
Post by: kevin on April 24, 2009, 03:28:22 PM

This one's pretty good actually.  Simple idea executed well, can't ask for more than that. 

  I notice you're still using prehistoric versions of PB, people using 1.64 should patch in the following after the image loaded section.

For lp=1 to GetImageQuantity()
if GetIMageStatus(lp)
rgbmaskimage lp,$00ffffff
endif
next



Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 25, 2009, 02:38:43 AM
Hi

Yep an old favourite from yonks ago , you had to controll clown with atari paddle controller which was a lot more difficult than a mouse ,
well i tested this for 2 days and it all seemed ok , but soon as i post it i found an error ,
please amend line 316: if ds=100 and replace with if ds>=100 otherwise does not always level up ,
ive replace the code with new code
QuoteI notice you're still using prehistoric versions of PB
yep will update asap

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 27, 2009, 10:34:02 PM
hey micky dude.
lookin good there mate.
i know you like to just whip out a game and get on with the next one but would you be interested in a little artwork for this one?
i understand if you don't. it certainly takes away from you getting on with other project.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 28, 2009, 06:44:55 AM
Hey ,, hello BlinkOk

well was going to do another variation on this called Pinhead , but its not got much game play to it , so i think ile scrap that
so yes would love some artwork to clown n balloons if you wish to do some.. would bring it more to life
as it has no background at the moment , circus style backdrop would be good !

mick :)
Title: Re: Clowns 'n' Balloons
Post by: Kman1011 on April 28, 2009, 04:32:01 PM
Hey pretty good. Sometimes the simplest games are the best games. Good work!

Reminds me of a game I had on my ADAM Colecovision called 'Carnival'. It was one of
my favourites.
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 29, 2009, 01:46:11 AM
ok i prolly need another day to do all the assets but here's some concept stuff;
i imagine the splash screen looking like this;
(http://i93.photobucket.com/albums/l75/blinkok/splash.jpg)

the gameplay area and character would look like this;
(http://i93.photobucket.com/albums/l75/blinkok/mock-1.jpg)

this is a transition that you could use to change between gameplay/splash/info screens. the awning thingy stretches down to cover the screen. is this ok? can you do that in PB???
(http://i93.photobucket.com/albums/l75/blinkok/transition.jpg)

some ideas;
i thought i could make the dude be fired out of a cannon rather than going up the ladder.
i felt that when he climbed up the ladder i had no way of judging his trajectory (just and idea)

i thought that when the dude was shot into the air he could form a ball shape and spin to make hit testing easier and to provide a bit more movement.

we could have a landing animation when the dude lands on the see-saw

we could have a balloon explode animation (showing points gained)

anyway let me know what you think ok?


Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 29, 2009, 02:16:51 AM
Hi BlinkOk

splash screen looks great , main circus area looks good to , i see you done them in 800x600 , im using 1024x768 here , just incase you did not realise , i can convert to 800x600 , but think 1024x768 will look better as im using full screen on this one to keep everything nice and smooth.

i dont know about the awning screen i not to sure how to do this , if it had stright vertical lines then a simple scroll down with awning , but as lines aint straight a scroll a simple scroll down wont look right , but there must be a way of doing it .

yep cannon sounds good , yet again not to sure if i can do the maths to make it work propperly , thats how come my clown starts out of sight , but i know Kevin or someone could easily help on this as they are clever with this kinda stuff. and ball shape sound good to..

yep balloon explode and see-saw animation sounds good to me as well

ok ile have a little much about while i wait for gfx , so no rush , and see what i can suss out

thanks for ideas and great gfx ,

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 29, 2009, 02:24:24 AM
sounds good mick,
with the awning bit. it works like this;
there are two images. the front of the awning (the rounded bits) and the back.
when the awning drops down the back bit is stretched (scaled) and the front bit is moved.
does that help??

i am working in 1024x768 but imageshack scales down the images.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 29, 2009, 02:31:17 AM
Hi , Kman 1011

thanks for comments , was only tickering around with Makeii Runoru diving into physics post , not knowing alot about maths etc , i thought it was rather good , well to me it was anyway , so i thought ile give a pinball game ago first , still may do later , but then mucking about this game to mind just to start with something simple and i knew it would not take to long to complete and had a bit of fun element to it .

yes i had a ADAM Colecovision myself , and yes carnival was a great game on it , was quite a good console with some great games on it , while on the subject , just to reminist in the good old days , im gonner say it ,
i bought the colecovison a while after getting a mattel intellivision , of which i still have as it happens all boxed up , it was the mattel that made a great impression on me as at the time i has an atari 2600 old wooden one , i walked passed a shop that had an intellivison in the window , on it was the football game , i just could not belive my eyes , it looked so real the way the player ran , never forget that .. sad git aint i , haha
favourite game on intellivison was by far skiing , me and mates had so much fun with that single game...

mick :)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 29, 2009, 02:32:49 AM
Hi BlinOk

yes i know what you meen , yes sould be how to do this ok , i think , haha

mick :)
Title: Re: Clowns 'n' Balloons
Post by: u9 on April 29, 2009, 03:32:21 AM
God damn, these assets are amazing BlinkOk. And i love the "a MickyFun game" logo. The graphics actually made me try out the game so kudos for that :)

It would look cool if the clown shot out of a canon when you started. Also he could land on the floor, pick himself up and walk over to the canon to be shot out again for the next try. I also love the fact that i don't have to use the mouse to start the game and then play using keyboard. Many people do this; a mouse controlled menu when the mouse is not needed in the game at all.

Keep up the good work guys. This could turn into a well rounded game indeed.



Note to self: BlinkOk is brilliant artist... a godsend for us programmer-geeks!
Title: Re: Clowns 'n' Balloons
Post by: u9 on April 29, 2009, 04:29:38 AM
Here's an example of how to shoot a clown out of a cannon... press mouse button to "shoot".
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 29, 2009, 05:24:08 AM
Hi u9

just tickered around with my code , and seem to get clown firing up ok , but i will download your demo when i get home as they aint got and unpacker installed at work where i am now , i will see if your code works better and use which evers best , thanks for posting example ,
i must agrea with you BlinkOk does come out with some stonking gfx's and at a great speed as well , dont know how he does it.

man walking over cannon sounds good to me , and then getting up and walking over when dead seems good to

ok think out of cannon sorted out now one way or other , now going to try awning bit

just upscaled your backdrop into my game BlinkOk and it looks superb

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 29, 2009, 04:27:57 PM
u9: brilliant idea with the clown jumping back into the cannon. nice continuity. nice example too
mick: good luck with the coding. i should have some assets today sometime
Title: Re: Clowns 'n' Balloons
Post by: Kman1011 on April 29, 2009, 05:52:23 PM
I had something similar with the awning you're looking at with my game 'Mecha' (which is way too massive to share on the forum)

I think I used a very large sprite and moved it down the screen. mind U it didn't take up the whole screen.
That's just one idea. I'm sure Kevin has better one ;)

Quotei walked passed a shop that had an intellivison in the window ,

Yep... i remember those. i even remember the Actor who was in the commercials but can't remember his name. I upgraded to a C64. That computer was built for Basic!
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 29, 2009, 05:58:23 PM
u9 , just got home from work and downloaded code , very nice demo , as BlinkOk said great idea for walking back to cannon , good continuity , if i get stuck may need your help later , !!

ok BlinkOk , no rush when ever they are ready ile give it a bash , see how we go again

did not get anymore spare time at work today , so ile have a muck around tomorrow again

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 30, 2009, 05:17:10 AM
hey mike,
just so you don't think i'm bludging on this one i have attached my progress. still a couple of things to do. can you review it and let me know if everything is doable. there are two pieces of functionality you need to do; flipping an image (the dude) and rotating an image around an arbitrary point (the cannon).

Download Flash Animation (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)

(http://i93.photobucket.com/albums/l75/blinkok/mockup1.jpg)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 05:41:08 AM
Hi BlinkOk

ohh my gord , why aint you doing loads of games yourself , your demo is amazing such cool gfx , you are very talentent with these animations ,
looks a bit more involved than my last game , but yes ile give it ago thats for sure , the transsition looks the hardist at the moment , but may turn out to be easy and i may getstuck elseware , but plenty of good programmers on here to help , including yourself , you make it oh so simple with the falsh demo ,
Quotejust so you don't think i'm bludging on this one i have attached my progress.
take your time , its proberly going to take me a while to do it anyway , ile start from scratch on this i think , will make it easier , got the general layout in my first attempt just goto add bits to it

thanks BlinkOk

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 05:46:24 AM
Hi Kman1011

thanks for the tip , ile much around later today with that idea ,

just add a look at your A short 3d demo thred , progress and code look very good indeed , i wont start to think i understand how the code works , but some very clever programming and understanding of maths going on in there i know..

mick
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 07:08:35 AM
ok a quick couple of goes with awning , 2 versions , 1st will need a bigger awning image as im using scalespritex
the 2nd just using normal scalesprite so image is ok

what do you think ? any good ? , other ideas ?

code and images not pixal perfect as just a quick demo

2nd code below just use images in zip

mick :)


screenvsync on
loadfximage "awning1.png",10
loadfximage "mock.jpg",11
rgbmaskimage 10,$00ffffff
createsprite 10
spriteimage 10,10
spritedrawmode 10,2
centerspritehandle 10



do
   
   for a=480 to 930 step 10
      b#=b#+0.002
      drawimage 11,0,0,0
      positionsprite 10,400,-600+a
      scalesprite 10,1+b#
      drawallsprites
      sync
next a
  wait 1000
  for a=930 to 480 step -10
     b#=b#-0.002
      drawimage 11,0,0,0
      positionsprite 10,400,-600+a
      scalesprite 10,1+b#
      drawallsprites
      sync
next a
   wait 1000
loop      
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 09:11:51 AM
just posted update , awning1 zip , think this maybe more like it , i have just quickly re-done awning image , as you can tell , lol

mick
Title: Re: Clowns 'n' Balloons
Post by: u9 on April 30, 2009, 09:59:58 AM
I have an idea how the curtain can be made... i'll upload an example when i've got it to work.
Title: Re: Clowns 'n' Balloons
Post by: kevin on April 30, 2009, 12:04:17 PM

Mick,

  Not sure what you're going for but you should looking in the GouraudQuad & TextureQaud

 



screenvsync on
loadfximage "awning1.png",10
loadimage "mock.jpg",11
;rgbmaskimage 10,$00ffffff


rendertoimage 10
getimage 1,0,530,800,600
rendertoscreen

Type tVertex
x#,y#
Colour
EndType

constant VertsWide=6
Dim verts(VertsWide,3) as tvertex

Dim Colours(1)
Colours(0)=Rgb(255,255,0)
Colours(1)=Rgb(255,0,0)

Dim Widths(3)
Widths(0)=800
Widths(1)=910
Widths(2)=1350

Ypos=0

Ystep#=(GetScreenHeight()-50)/2.0
For Row=0 to 3
Width#= Widths(row)
Xpos#=GetScreenWidth()/2-(Width#/2)
Xstep#=Width#/VertsWide
For lp=0 to VertsWide
verts(lp,Row).x=xpos#
verts(lp,Row).y=ypos#
verts(lp,Row).Colour=Colours(lp & 1)
Xpos#=Xpos#+xStep#
next
Ypos#=Ypos#+Ystep#
next

setfps 80

Do

Drawimage 11,0,0,false

ScalerY#=MouseY()/float(GetScreenHeight())

For lp=0 to VertsWide-1
For Row=0 to 1
x1# =verts(lp,Row).x
y1# =verts(lp,Row).y*ScalerY#
Rgb1 =verts(lp,Row).Colour

lp2=lp+1
x2#=verts(lp2,Row).x
y2#=verts(lp2,Row).y*ScalerY#
Row2=row+1

lp2=lp+1
x3#=verts(lp2,Row2).x
y3#=verts(lp2,Row2).y*ScalerY#

x4#=verts(lp,Row2).x
y4#=verts(lp,Row2).y*ScalerY#

Level=45+((Row)*25)
Toprgb=rgbfade(rgb1,Level)

Level=45+((Row+1)*25)
Botrgb=rgbfade(rgb1,Level)
GouraudQuad x1#,y1#,Toprgb, x2#,y2#,Toprgb,x3#,y3#,Botrgb,x4#,y4#,Botrgb
next
next

// draw the extra bit
drawimage 1,0,Y4#,true


sync
loop




  PS.  This requires the media form micks post above
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 01:17:38 PM
Hi Kevin

QuoteNot sure what you're going for
well to be honest i dont either , lol
but saying that yes this code looks good , not that ive got a clue whats happening within the code
ive changed line 31: to Widths(1)=1100 this makes it as near pefect i think
the front banner will need changing as it dont match veritcal lines , or vertical lines need re-spacing one of the two
so i think thats that sorted

thanks
mick :)

p.s and also thanks to u9 , will be interesting to see how your version went ?

Title: Re: Clowns 'n' Balloons
Post by: u9 on April 30, 2009, 03:29:50 PM
Well, i made a few functions for you so you can just call CurtainUpdate() every frame and CurtainDraw(). Then when you want it to go up you call CurtainUp() and so on and so on :) There is even a function to tell you when it has reached all the way up CurtainIsUp() and one for down as well.

I just added the thing to the bouncing clown code. There is also a little description inside the file to help you use it.

Hope it helps.

P.s. I didn't know what an awning was before, hence i used curtain :)

EDIT: Btw, the image looks a little uneven, but that is because i used the scaled down picture posted earlier by blinkOk. It will look better with the right graphics. I just tried Kevin's solution. It certainly is smart :)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on April 30, 2009, 04:28:59 PM
Hi u9

why are there people so much more clever than me , err , yes u9 this looks the business to , not got a clue how it works , buts i think as you have made it easy for me i sould be o.k
famous last words ,
many thanks for this snippet ,
think this looks good BlinkOk , what u think ?

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 30, 2009, 06:16:11 PM
awning, bouncing clown all awesome. in the final product the clown rolls up in a ball and spins so you play the animation forward when the clown is going to the right and you play the animation backward when the clown is going to the left but that should be pretty straight forward.
i think the tricky bit (but not too tricky) will be coordinating the landing/take/spin off animations so they look natural.
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 30, 2009, 06:52:43 PM
trying not to hold you guys up so i'll post the roll animation. the idea is he rolls forward when his xspeed is positive and he rolls backward when his xspeed is negative.

(http://i93.photobucket.com/albums/l75/blinkok/roll.gif)

Download images (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on April 30, 2009, 09:05:18 PM
ok i think these are all the animations that are required. i'm not sure if we need the walking one though. i thought we could just let  the little guy bounce over to the cannon is that ok? i don't mind either way.
one thing is that the clown can face either way on the see-saw. i think this makes it a tad easier but you will have to super impose the landing/takeoff/crouch animations on top of it.
Download Flash Animation (mockup1.swf) (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
(http://i93.photobucket.com/albums/l75/blinkok/mockup2.jpg)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 01, 2009, 12:30:00 AM
Hi BlinkOk

yes clown animation looks great , nice see-saw to , no rush here , take your time going to take me a while to do it all anyway ,

Yes great work from u9 hes demo code looks very good , wonder if he fancys having a "pop" at it as well , u9 ?
see what you meen about matching animations with take off and landings
yep got the drift with forward and reverse animations , clown can just sumersault from side of cannon , into cannon from ground when he misses see-saw

mick ;D


ps  not to sure if a simple rotatesprite will do clown roll aimantions anyway , try both to see what difference there is
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 01, 2009, 01:18:53 AM
cool. i'm workin on it. the background/curtain assets;

Download assets (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)

note: i made the curtain image 300 pixels high so you'll have to shrink it a bit on the gameplay screen to fit up the top and then when you stretch it it won't pixelate so much.
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 01, 2009, 01:41:41 AM
I actually don't know playbasic very well. But just to add, i love the clown walk animation, but as a programmer i can see it might be easier to use the "bouncing over to cannon." Kill your darlings, right? ;)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 01, 2009, 01:52:43 AM
QuoteKill your darlings, right?
haha! to true.
i just think getting it done as quickly as possible simulates the real world a little more accurately. i also lose interest in these things if they drag on so going for the simplest solution i think is the best. we can always come back later and maybe have him run and jump into the cannon at the start.
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 01, 2009, 04:26:42 AM
hehe i totally agree.

Anyways, i made a UDT of the clown, loaded the images and made some functions so the main loop of my bounce-demo is pretty much empty now.

Use left and right mouse button still.

Micky, if you would like to use this, you just need to put your clown code into the ClownUpdate() function after the little bit of animation code that is there. I put the bounce code from the main menu in there and it seems to work nicely. I have no idea how your original game code looked or whether this will fit in any way. If not it is ok... who knows, maybe there is something you could use. You can always ask if you don't understand some part. As you may have noticed i use images in stead of sprites... it can probably be changed to use sprites, but i haven't used sprites before myself.

I also made a ClownDrawShadow function which draws an ellipse at ground level. The size is controlled by how far up the clown is. This can be adjusted with the CLOWN_SHADOW_RANGE constant. I am sure kevin has a better way of doing this though.

Ah, and i fixed a bug in the CurtainDraw() function when the image is smaller then how far the awning is down, i.e. when the image has to be stretched. Now it should work at least until the image becomes less then half size. So if you are using my solution, then update that function.

Ok, I think i should step down now and leave you to it. Don't want to "step on your turf" ;) I got carried away with the pretty graphics.

EDIT: A quick question Micky, have you ever used state machines? That might be useful for knowing whether the clown should bounce to the cannon, shoot out of the cannon, or stand on swing-thingy, or normal bounce. Just a thought.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 01, 2009, 07:03:37 AM
Hi u9

QuoteDon't want to "step on your turf"
yep ive only just mowed the grass , get off , haha  ;D

anyone and eveyones weclome to do anything with any of my stuff ,
i copy most code on here anyway , i just do it for the fun of it as i said before , what a great buzz , just getting something simple up and running.

ile download your code when i get home , as im at work now and cant download.
hope i can understand it , as i have my special way of programming , its called basic basic , lol

im happy with that , i know its not the right way , but its proberly the best i can understand and do
which is a shame really , as i know on a level par im only on level 1 on what PlayBasic can do '



mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 01, 2009, 07:16:00 AM
QuoteA quick question Micky, have you ever used state machines?
ditto! defiantly the way to go here
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 01, 2009, 08:56:33 AM
QuoteA quick question Micky, have you ever used state machines

no not got a clue ,, remember  basic basic ,
though saying that , any example code ? , ile have a look to see if i can comprehend it

mick  :)

edit ,, well ive looked that state machines wording up on internet and as i see it , it meens like doing a program a flow chart kinda way , is this correct?

thanks u9 downloaded code and triedit out , it seems a bit involved at a first glance to me , but i will look through it and see how i get on ,
but straight away seen how you have done the shadow of clown , great

as for the clown sprite animation , i think the rotatesprite does a much smoother job than the 12 frame animation , with rotatesprite we have a 360 frame animation , but using clown_ypos as the frame counter
will lower frame count as clown_ypos will step up about 20 in places and down to 1 in others , but this still meens more than 12 frames of animation

ok ile wait for all images to be done before starting as that way i can plan it out better , hopefully

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 01, 2009, 04:49:06 PM
It is so long i learned about finite state machines that i don't even remember how it was taught. I will see if i can explain it to you tomorrow'ish. In the mean time, check out the attached clowny business.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 01, 2009, 05:16:56 PM
Hey u9

looks the bizzo , very nice indeed , you nearly completed the game here , very nice work , looks like you dont need sprites for this , could do whole game with images

code is well how can i put it , hard for me to understand at the moment , but there is bits in there that i do understand and will come in handy, but think ile try it my way if you all dont mind , but would be great to see you have a bash u9 your half way there , would not take you to long the speed you go at , lol

ile wait for all the images before starting as then i can see what im playing with , take it you did the extra gfx u9 clown standing, cannon etc

but once again u9 a very very impressive example ,,

thanks
mick
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 02, 2009, 12:41:09 AM
ok dudes. these are all the assets so far (i think).

Download assets (assets1) (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)

you go have some fun now micky. and let me know if you need anything else (i reckon there are some words like "you loose" and "you win" also)

ps: bugga! i forgot the hud. i'll post it up tomorrow.
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 02, 2009, 04:04:51 AM
I just took a screenshot from the flash demos BlinkOk uploaded and cut out some frames hehe... the code from my last upload has gotten so messy now i almost don't understand it myself, so don't worry about it. I just uploaded it for fun, because i liked watching the clown pick himself up again and walking to the cannon and getting shot.

I will try and explain how state machines work, and make an example, because it would work perfectly. That is what i used in that last demo. But you should go ahead and get started. Of course we all work in very different ways.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 02, 2009, 05:08:31 AM
Hi BlinkOk

ok ive downloaded images , ile start later tonight and tomorrow on getting clown in out of cannon and moving about screen and see-saw stuff , see how i go on that , no rush on hud and balloons , ile let you know how im getting on asap

u9 , ok , yep clown movements look good and make a somple game into a good one i think
i think i know what you meen by state machines looking through your last code
anyway thanks again for example , lots of good and hard work from you on that

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 02, 2009, 06:13:25 PM
Hi BlinkOk

ok ive had a quick go tonight using my old code as just a try out , just a questions here.
1. is the clown going to be standing upright on see-saw or in a ball on see-saw , ie so hes in a spinning ball on way down does he then lands upright and then take off upright untill he reaches the balloons then spins on way down , or does he stand upright on see-saw and when released start in a ball straight away or is the clown in a ball all the time even on see-saw?

i think hes best being upright on see-saw , shoot up upright as he does when fired from cannon and on the way down spins in a ball then lands on see-saw upright again , whot do you think?

there is one big problem with my way is that if the clown is say on the left side of see-saw facing inwards to see-saw face in middle he then takes off going right direction spinning right he will then land on other side of see-saw he will be of right hand of see-saw facing outwards with back to face in middle of see-saw , and vice versa

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 02, 2009, 07:22:20 PM
ok here's what i think;
the jump anim is four frames so it goes like this; when he jumps you play the first four frames and then you start the spin. when he comes down he falls spinning until he gets pretty close to the see-saw and then you play the jump anim backwards to simulate landing. have a look at the animation in the last flash animation example (mockup1.swf).
i don't think that the direction he is facing on the see-saw will matter. i would experiment with both options because i don't think it will look to odd if you flip the images when he transitions into a landing (so that he's always facing toward the center of the see-saw)

ok here's the hud and of course the balloons (i can't believe i forgot the balloons!!)
Download stuff (hud & balloons) (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 03, 2009, 09:35:10 AM
Hi BlinkOk

nope its me , i got it wrong , ive mess about with my old code to get clown up and down with standing up to start then tucking up into ball , then coming out of ball to land and its ok , but im now going to start againas code was very messy and still had cannon , balloons , hud etc to do , so i might as well do it again now i know how im going to do it

so off we go

mick ;D

ps , so glad i started again , found a nice and easy way of doing animations , was getting right involved before , nice n easy now ,

Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 03, 2009, 08:34:05 PM
good to see it's workin out.
i tinkered with the splash after some sage advice from a friend.

(http://i93.photobucket.com/albums/l75/blinkok/splash-1.png)

Download splash (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 04, 2009, 03:29:22 PM
Hi BlinkOk

yes nice splash screen , it looks great , also for to say a few posts back that's a great title for the game


ok ive been mucking around and have decided to use the turnsprite command for most of the animation
wanted to post a little demo , to see what you think so far , see if its worth going this way or not

yep most of gfx not used yet , just getting clown in air animations first
for ease use mouse to controll see-saw

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 04, 2009, 04:10:50 PM
looks great mike. i think you might be playing the "landing" aninmation twice when hes coming down though. it really looks smooth and natural though. you could even do that when he misses and make him crouch and jump accross to the cannon.

ps: i just had another look at this and i think this might work;
when he's falling he can straighten up from the tuck. then he should remain straight until he hits the ground. then play the crouch animation. i reckon that will work a treat
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 05, 2009, 04:45:16 AM
Hi BlinkOk

yep i see what you meen about repeat animation on way down ,
im at work now and will cprrect that , to your ps sugguestion , i will then do the get him into cannon again routeen and so on


as for him busting the balloons , my last clown had a pin on hes head , and went up strainght and only burstedballoons on up movement , will this clown he has no pin and is spinning around , so i think ile do the bust where hes head touches the balloons either up or down , what do you think?

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 05, 2009, 07:35:15 AM
sounds cool. it's really up to you.
if you would like some sort of graphic thing that says he busts balloons on the way up i can do that. if you want him to bust balloons all the time then thats ok too.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 05, 2009, 04:23:03 PM
Hi BlinkOk and all

i did not have a lot of time today , but spent most of it stuck in working out the distance of when clown falls to get him back into center of cannon not just anyware near cannon
so can someone please help as my maths are rubbish , the formular is around line 200 , is there away of calculating the amount needed for volclownx# ? 
or another way of doing it , the center of cannon is at screen point 100 (x)

use images from above post
once the clown hits the floor he will make hes way to cannon , for 10 seconds then just fire out again , at the moment

thanks
mick :)
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 05, 2009, 08:22:16 PM
 GetDistance2D ?
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 06, 2009, 04:11:01 AM
Hi Kevin

thanks for reply , but i knew the distance was (clownx#)  minus (100 the connons posistion) i wanted to bounce clown over to it ,
so i used ,
                          cpos#=clownx#
      cal#=clownx#-100 (then cannons posx)
      if cal#>500 then xx#=cal#/8
      if cal#<=500 then xx#=cal#/4
      if cal#<=200 then xx#=cal#/2
                          i = i-2
                          clownx#=CosRadius(i,xx#)+cpos#-xx#
                          clowny#=SinRadius(i,300)+650 (650 the floors posy)
                          if i<-180
                  i=0
                  cpos#=cpos#-xx#*2
                         endif

                         back around again till clown reaches cannon

i know this may not make much sence without rest of code , it will do for now , maybe someone that knows better maths that me can tidy this bit up

thanks
mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 06, 2009, 04:42:42 AM
try this mick.
when the clown hits the floor (from then on) make the cannon point towards the clown and move towards it.
that should naturally make the cannon collect the clown. the cannon can only collect the clown when he is falling (not rising)
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 06, 2009, 01:41:40 PM
That is a brilliant suggestion.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 06, 2009, 05:56:18 PM
Hi all ,

hi BlinkOk

well only one clown here ,, me

its been a long day today , spent lots and lots of time trying to do when clowns hit floor over halfway to right of screen to make him bounce to right so i can get cannon comeing from right hand side as well ,
i gave up as you can see , but maybe an easy way of doing it , i tried to reverse my going to left code , but he still went left , adjusted a few values  , think he landed in mexico well he flue of the screen , never to be seen again

ok deleated last clown n balloons post , so ile post where im at now , not a lot of progress today in the end .. nevermind

mick :)

ps  think i need a new wheel , mines looks buckled , lol

Title: Re: Clowns 'n' Balloons
Post by: u9 on May 07, 2009, 06:26:15 AM
Here is how i did the clown-bounce-into-cannon thingy.

First calculate the horizontal difference between the clown and cannon:


diff# = clownx# - cposx#


Then i calculated (or measure) how many pixels my clown could max travel every bounce. In my example he traveled 244 pixels, so i calculated how far he had to travel every bounce with a little math... don't be scared though, it is quite simple:


numBounces = roundup( abs(diff#) / maxBounce )
travelEachBounce# = diff# / numBounces


An important thing to notice here is that no matter where you place the cannon (left or right of clown), travelEachBounce# can be positive or negative, so this will always work.

Lets try out a few examples:

In my cannon bounce example my clown could travel 244 pixels horizontally every bounce. So if we have the cannon at 100, and clown at 545 we find:


diff# = clownx# - cposx#  =  545 - 100  =  445
numBounces = roundup( abs(diff#) / maxBounce )  =  roundup( abs(445) / 244 )  =  roundup( 1,8 )  =  2
travelEachBounce# = diff# / numBounces  =  445 / 2  =  222.5


so make your clown travel 222.5 pixels for every bounce and he will surely land in the cannon.

Another example, just to show it also works in the other direction. Lets say the cannon is at x pos 1000, and the clown is at 55. Then we get:


diff# = 55 - 1000  =  -945
numBounces = roundup( abs(-945) / 244 )  =  roundup( 3,8 )  =  4
travelEachBounce# = -945 / 4  =  -240.1


Notice how travelEachBounce# is now negative...

Hope it helps.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 07, 2009, 10:59:22 AM
Hi u9

thanks for the reply ,

think i know what you are saying , could you give a snippet on how i would then use the example in my program , using the CosRadius , sinradius  or sin and cos to more clown in either direction ?

also im also thinking of just getting the cannon to the clown so he only does 1 bounce , as said in post by blinkOk

thanks
mick :)
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 07, 2009, 03:50:03 PM
EDIT: rewritten.

Ok i think this is a good way of doing it using cos and sin. Put this in your main loop. It calculates a point half the distance the clown can travel each point, then using cos and sin it moves the clown around this point to the other side. It repeats until you stop it by setting isGoingToCannon to false. You could do that when the clown is close enough to the cannon.


if isGoingToCannon
   // Remember to set isGoingToCannon to false when clown enters cannon!

   // if clown is on ground, calculate how much to travel this bounce and set him on his way
   if clowny# >= floor#
      diff# =  cposx# - clownx#
      numBounces = roundup( abs(diff#) / MAX_BOUNCE_DIST )
      travelEachBounce# = diff# / numBounces

      // Calculate an anchor (center of circle) of which to bounce around, so we can use cos and sin around this point
      bounceAround# = clownx# + travelEachBounce#/2
      angle# = 0 // this value increases during the bounce...
   endif

   angle# = angle# + PI# / STEPS // STEPS is how many frames a bounce should last.

   // Calculate clown's new positioin
   clownx# = bounceAround# + cos(angle#) * travelEachBounce#/2
   clowny# = floor# - sin(angle#) * BOUNCE_HEIGHT // BOUNCE_HEIGHT is how tall a bounce is... you can choose anything you want
endif


Remember to define the constants i have used here with appropriate values at the beginning of your code. Without having tried it, here are some guesses:


constant floor# = 700
constant MAX_BOUNCE_DIST = 200
constant STEPS = 60 // 60 frames, one second for each bounce
constant BOUNCE_HEIGHT = 130


EDIT2: I calculated diff# wrongly. I believe it should be like it is now, so in my previous posts, it was wrong too.
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 07, 2009, 04:02:44 PM
i'd go with u9 on that one. just give the clown a general speed and direction and apply gravity and friction. i think the problem is your trying to get the clown to bounce over to the side. i wouldn't worry about that. just let the clown go where it may and make the cannon follow it. if the cannon crosses the see-saw make it go behind and make the clown do the same. gravity and friction are easy. you apply them like this;

friction = .98;
gravity = 1;
.
x = x + xspeed;
y = y + yspeed;
y = y + gravity;
xspeed = xspeed * friction;
yspeed = yspeed * friction;
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 07, 2009, 05:02:25 PM
hehe i think i managed to make a snippet that uses cos and sin to set the clowns position so you wont need to move the cannon... i didnt catch the moving-cannon part. I read it as only changing the angle of the cannon to catch the clown when he came... maybe i missed a post or two. Oh well, let me know if i can be of more assistance.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 07, 2009, 06:33:10 PM
Hi u9

thanks for code , think ive suss it now , pennys dropped , at last
very kind of you taking the time to show me , this will now come in handy for and further games i need to do this , if i dont use it here ..

i did it 2 ways , first way where he bounces towards cannon , this can take upto 4 bounces so slows game down a little as it takes time ,
2nd way the cannon comes in from either side of screen , nearest , clown bounces once and on second bounce hes in cannon ready to be fired , this way keeps the game flowing better i think.
so i may go with 2nd way

Hi BlinkOK

Yes i have the cannon and clown behind the see-saw , still a little worked to be tweeked in animations can do that at end of game
ok im knackard now , took ages just to get this far having been stuck hours on cannon and clown bit , you guys could have done it in 5 mins
both of you would have had game up and running well by now ..

ok start balloons moving tomorrow ..

thanks guys

mick :)

ps here's code so far , please add images from previous post , what do u think ? is it ok?
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 07, 2009, 07:52:58 PM
looks spot on. i don't see any problem with that at all.
ps: it's good to see it all come together. nice work
pps: see-saw is lookin sweet too ;)
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 08, 2009, 12:17:52 PM
it is looking great. Also the way the cannon works and the animations seem to fit well together.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 08, 2009, 12:57:22 PM
ok thanks guys , late one at work today , so just did some fine tuning on cannon firing animations , looks even a tad better now

think ile do awing placing next so i know where to put balloons

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 08, 2009, 05:52:13 PM
hi all

ok done awning , just use right mouse to lower it and up it again , big thanks to u9 for hes code , master at work ..

now tickering around with balloons , now thinking sould i leave them the same as my game , or try to make them look a little 3d ish , does it work or not , which way is best ?

please comments on this would be great ,,

heres latest code , i remove older version , hope this is ok to do

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 08, 2009, 08:31:53 PM
lookin good. the 3d ballons really looks cool.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 10, 2009, 11:32:20 AM
Hi BlinkOk and all

ive been tapping away , heres the latest code , ive been playing it more than writing the code as yes its looking very nice now , but as you have put a lot of time into the gfx , think the game is fun to play , but lacks lasting appeal maybe , so just to extend the gameplay a little , i thought , just an idea , once balloons burst , have the have something inside , a bonus or something at random , but not every balloon just some you could collect them in the middle bit of see-saw for extra points , or something like that , what do you's think , or just stick the game as it is ?

mick ;D

use images from last post on this code
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 10, 2009, 05:18:00 PM
lookin good micky dude. here's a bomb, a heart and a star. go to town mate. i might do an explosion type anim as well.
Download assets (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
ps: i added in the curtain edge with a magenta background. the black bg wasn't working with the later versions.
pps: i just noticed that those anims duplicate the first and last frames which cause them to pause. you could either take out the last frame or just let them pause. either way is ok i think
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 10, 2009, 05:49:40 PM
Hi BlinkOK

ok thanks for new gfx , will replace curtain with new one , yep heart could be if you collect enough to get extra life , star for more points and bomb , could explode if hitting floor shaking see-saw or something like that , just thought it may add extra to game ,
Quotei just noticed that those anims duplicate the first and last frames
yep just started this second doing burst balloons animations with timers now rather than using counters the way i was doing it so sould be ok from now on
im not going to rush this one so much as others as its looking nice at moment and dont want to spoil it , also still got a few things for the girlfriend to do , got to keep her happy , haha

thanks Mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 10, 2009, 05:58:00 PM
ok sugg for the bomb; it explodes and bursts balloons within a certain radius.

i changed the bomb anim (only two frames so here it is);

(http://i93.photobucket.com/albums/l75/blinkok/bomb0001.png)
(http://i93.photobucket.com/albums/l75/blinkok/bomb0002.png)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 10, 2009, 06:17:09 PM
Quoteok sugg for the bomb; it explodes and bursts balloons within a certain radius
ok ile give that a bash as well , going to do heart as bonus life and star as points then so looks like thats all sorted ,
ok BlinkOk , ile update as soon as im further down the line ,

ps , the new curtain image , i cant seem to get rid of the magenta from showing in game , when i change it to black its ok , but magenta's not ,
i dont know where in u9's code to change to make it work , i set imagemaskcolour cur.imgCurtain to rgb(255,0,255) but still shows up magenta on screen
mabe u9 can tell me what to do?

thanks
mick ;D
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 10, 2009, 06:25:56 PM
Hey guys. I can try and have a look tomorrow. I am on linux machine now and it is very late and i have my first day of work tomorrow :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 10, 2009, 06:27:20 PM
ok no worries with the curtain. i'll just replace it with my version.
i wonder why all the other images work with magenta and not the curtain?
i did an explosion anim (let me know if you need a larger one or not);
Download anim (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
good luck and have fun
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 11, 2009, 06:34:06 AM
ok BlinkOk   thanks for latest images , ile post asap an update on game direction to see what you think

ok U9 thanks for looking later for us

mick :)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 14, 2009, 07:08:38 AM
hi BlinkOk
and u9

dont worrie im still at it , having loads of trouble getting the collection of stars and hearts at see-saw working as it sould , tried lots of ways but all not quite right , so still at that part at mo , will hopefully post an update on that tomorrow..

mick :)
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 14, 2009, 07:15:06 AM

is there a current demo ?
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 14, 2009, 03:25:52 PM
Quoteis there a current demo ?
well sort off , found whot i was doing wrong , silly mistake thats took nearly 3 days to suss out and many ways of doing it wasted as all did not work , but would have ,
i was checking for a collision between 2 sprites that i created they were at posistion 0,0 then check for collision then moved them , but did not move before looking for a collision so they kept returning a collision , bugger what a mistake to make checking before positioning them.
well wont forget that in a hurry

ok as you can see i have not progress that much further thanks to that , a little update on clown flying up as 1 frame was in reverse in last demo

the idea is that you burst them balloons and every now and then one will release a heart or star or even a bomb ( bomb not yet in game ) extra points for a star collected in middle of see-saw , heart will be collect say 10 for extra life , and bomb released will randomly fly around top of screen and explode and take out any balloons , well ile try to do it that way see what happens

so still lots to do , any comments welcome

still mouse controlled at moment , right mouse to test droped awning

thanks
mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 14, 2009, 06:08:39 PM
looks good mick. i never would have thought to make them drop down. it definitely adds another dimension to the gameplay.
all the animations look superb, you really have done a great job with the timing.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 15, 2009, 06:48:52 AM
Hi BlinkOk and all

yep not going to bad at mo , still a few things need tiding , one main thing is that a can not suss out how to collect 2 or more items from the same spriteclass that fall , so the see-saw detects them all
it detects the first one ok and if another follows at same time it goes straight by , i need the folling code done so i can dectect nextsprite,,

hitmid=SpriteHit(cseesaw,GetFirstSprite(),2)
            if hitmid>0  and balloons(hitmid).hit=0
               if balloons(hitmid).x#<ddd-20
                  balloons(hitmid).hit=2
                  else
                     if balloons(hitmid).x#>ddd+70
                        balloons(hitmid).hit=3
                        else
                           if balloons(hitmid).y#<640
               balloons(hitmid).hit=1
               balloons(hitmid).r#=0.5
               ppp=ppp+1
               endif
               endif
               endif
               endif

i have used getnextsprite and getfirstsprite commands but cant suss it out , i did the example in spritehit in references , but no joy
is there anyone that can amend the above code so i can detect 1 or more spritehits from the same spriteclass

there is a way around it by making sure only 1 item from each spriteclass falls at one time , but i know it can be done
so help please

ok ile get on with doing rest i the mean time

thanks
mick ;D

ps i know i have the same problem with when clown goes up he sometimes only burts 1 balloon in the same line even if he hits 2 or 3 , but this makes the balloons last a little longer so this is ok
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 15, 2009, 07:20:03 AM
 above you're only checking for the first impact, you will generally need to continue checking after  a collision found.   

eg.



HitSprite=SpriteHit(SpriteToCheckforCollision,GetFirstSprite(), Group)

While HitSprite>0
    NextSprite=GetNextSprite(HitSprite)
   
       // do collision response here
   


// Check again, since the sprite might be in contact with more than one sprite
HitSprite=SpriteHit(SpriteToCheckforCollision,NextSprite, Group)
   EndWhile
   
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 15, 2009, 03:29:50 PM
Hi Kevin


thanks for taking time to do snippet for me , yes this snippet is the same as the one in the reference of playbasic , its the way i have done the program , because it keeps coming up with sprite out of range now , as it did with one of the ways i did it earlier and other ways i tried it did not work , if you or anyone else get time to look through my spiders web , you or they maybe how to amend it so it works properly , if not dont worrie ile just have 1 item at once from each row , ok heres where i am now after a few hours today , just wondering if when you die is done ok?

after dying you have 7 seconds or it goes into demomode , press "s" anytime to start again

BlinkOk i think i need a you died or you failed or ending banner to display when cutain fails , and a get ready or something while cannons on way to screen
also a extra life meter or clown life filling up in 5 parts or so , so when 5 or so hearts are collected you get the extra life , im gonner have a max of 4 lifes

any comments please

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 15, 2009, 04:34:05 PM
lookin good micky dude. i'l get onto those images for ya.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 16, 2009, 02:30:39 AM
Hi BlinkOK

ok thanks , no rush , when ever ready , that would be great

thanks
mick :)
Title: Re: Clowns 'n' Balloons
Post by: ATLUS on May 16, 2009, 05:18:58 AM
very fun games=)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 16, 2009, 11:56:47 PM
(http://i93.photobucket.com/albums/l75/blinkok/labels.jpg)

Download labels and buttons.zip (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)

(http://i93.photobucket.com/albums/l75/blinkok/lifemeter.jpg)

Download life meter (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
Title: Re: Clowns 'n' Balloons
Post by: u9 on May 17, 2009, 10:50:13 AM
Looking good. I figured out the problem with the awning. The image "curtain edge.png" is not a true-color image. It has a palette. If you convert it to a 24 bit image and draw the puprle/pink where you want it to be transarent, you should be fine... ok, nix that. I have attached a fixed image.

The game is coming along nicely. But it is getting a little slow with all the balloons on screen (at least on my machine). Are you aware of it, and have you any fix in mind? I'll have a look through the code (some day) see what is causing the slowdown :)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 17, 2009, 01:06:42 PM
Hi all

QuoteBut it is getting a little slow with all the balloons on screen (at least on my machine). Are you aware of it, and have you any fix in mind?
i have only tried it on 2 pc's and seemed ok speed wise , on both in window mode with setfps uncapped and got 125 fps , i will test it on brothers older pc later
just setfps to 60 in window mode and dont look to bad ,
QuoteI'll have a look through the code (some day) see what is causing the slowdown
yep that would be good , sure to be a few things that may speed it up , i know the cannon images are very large as im rotating them , thanks
thanks u9 for re-doing image for us,
hi BlinkOk heres the latest demo , i think we need a image like the front splash screen for when in demo mode when blind comes down its bare , maybe front splash without circus tent background with credits for game by micky4fun , playbasic and gfx by yourself etc , or something like that ,
still got bombs and stuff to do ,

anyway here it is so far
now only 1 item from each row at once so see-saw collects them properly , controll still with mouse for time being so still very easy , no level hardnest increase at mo.
some more errors fixed as well..

mick :)
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 17, 2009, 05:10:30 PM
lookin good. here are some logo decals;
Download decals.zip (http://www.mediafire.com/?sharekey=ed83b6ccfd2cd82724a64199ac7f73e57682cdacb471ccfa5be6ba49b5870170)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 17, 2009, 06:57:20 PM
Hi BlinkOK

yes its coming along now , these decals gfx fitted in nicely , thanks for some great , no fantastic gfx's , ok done for today
goto do bombs next , then sound not far to go now , some other bits and bobs to do to

u9's new gfx's worked , many thanks for your awning work , no blinding work , haha , great job ;D

ile post again soon

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 18, 2009, 09:39:03 PM
Mick,

  If your going to render everything as FX images then you'll need to take care of locking manually.   When you draw an FX surface to an video surface (such as the screen), the destination has to be locked each time  prior to rendering.   This constant locking adds up big time.   So wrapping Lockbuffer/UnLockBuffer around those batches will help remove this overhead. 


ie.


lockbuffer

drawsprite cannon
drawsprite clown
drawsprite cannondummy
drawsprite wheel
drawsprite bar
drawsprite tramp
drawsprite clowndummy
  drawspriterange 91,120
drawspriterange 61,90
drawspriterange 31,60
drawspriterange 1,30
drawsprite cseesaw
drawsprite fseesaw

unlockbuffer


There's a number of other tidbits that be improved performance wise..
See Program Optimization (http://www.underwaredesign.com/forums/index.php?topic=2552.0)






Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 19, 2009, 11:02:10 AM
Hi Kevin ,

yes this has speed things up a bit now , not had a lot of time spare because covering for someone at work by doing overtime , but sussed out what im going to do with bombs , so will finish that later tonight ,

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 19, 2009, 05:54:34 PM
hi BlinkOK and all

ok better let you see where i am at now as to see if its ok or not as the case maybe , i have cheated a lot as i cant seem to do the sprite dectection as i want to , i know Kevins way is correct but it just dont work in my program as i get -1 or 0 out of sprite range , anyway not to worrie ive cheated pass that , but soon as this games finished i will do some mucking around with the following .
QuoteHitSprite=SpriteHit(SpriteToCheckforCollision,GetFirstSprite(), Group)
   
   While HitSprite>0
       NextSprite=GetNextSprite(HitSprite)
          // do collision response here
      // Check again, since the sprite might be in contact with more than one sprite
      HitSprite=SpriteHit(SpriteToCheckforCollision,NextSprite, Group)
   EndWhile

so i know how to use it in my games ,
ok wait for demo to run after your first game to see credits etc

still sound , control and level increase to do i think

i wonder u9 has this now speed up at all on your p.c

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 19, 2009, 10:21:45 PM
looking like a bought one micky!

the bomb mechanic is great!

i'm wondering if a basket in the center of the see-saw might give the player a bit of a clue as to how they should catch the objects. waddayathink?
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 20, 2009, 01:21:55 AM
Quotelooking like a bought one micky!
..
yes i must say it does look good , 99% down to you with your great gfx's though and a million thanks to u9's help with the awning..
yes if you dont mind , we could try a basket in the middle to catch objects

Quotethe bomb mechanic is great!
yes was a tricky one this didnt know whether to have it rebounding of he's head or see-saws hands , so with basket in middle of see-saw may look a little odd rebounding off basket  , maybe not , or could do basket and spring like small version of car suspensions each side of basket to bounce bomb back up ?

btw just replaced last zip with right one so balloons update after 110 burst

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 20, 2009, 05:47:25 PM
i figure the hand can pop up and shoot the bomb into the air

(http://i93.photobucket.com/albums/l75/blinkok/sshand.png)

i had to attach this one. mediafire wasn't co-operating
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 21, 2009, 11:07:53 AM
Top Man BlinkOk

Thats fitted in a real treat , just perfect , ok also added u9's clown shadow , level increase and some more tiding up , so sound to go now , hope i can get some extra good ones to go with this game
just one more image if possible , the play image on front screen , just the same as we had with the chicken game , if thats possible.
its really come together this one , with quite a few of us putting how bits in , great jobs lads

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 21, 2009, 04:36:33 PM
ok here's the splash and button. let me know if it's what you want.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 21, 2009, 05:01:42 PM
Hi BlinkOk

yes thats great  , i think i gonner leave the controll as mouse as in demo's now and not as my first game where the see-saw gained speed as you moved.
as i have tried the old method and its ok for getting clown , but proves very hard to get bonuses and i think getting the bonuses makes the game a lot better ,
what im thinking is small scores for getting balloons with clown , but bigger scores for getting balloons with bombs , stars will be good scores as well , hearts with score but also had to life meter.
the only problem is it can be easier with mouse controll , but it does make you go for the bonuses and thats when mistakes happen , also best to get many bonuses as quickly as possible as the level increase with make you dart around more to collect clown thus more mistakes , so if you just go for clown all the time you will stay in game longer but not amass a great score .
also another way to lose a life will be the pinball type lose a life , where if the clown goes far left and far right you cannot get him , its only a slim chance of this happening but it will make you go for the hearts more to get life back , im just tweeking a few varibles to make it much fun as possible for the game it is , just sound and front splash and then post tester for any bugs

mick ;D

ps , sorry this is taking time , with one thing and another , but ive spent more time playing this than programming it i think , i want to get the gameplay as good as i can..

pss , ran out of time tonight , but a little taster , splash not done a few sound added

http://www.zshare.net/download/6034174007331fc9/
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 21, 2009, 06:07:41 PM
looking good.
i would like the see the hand holding the bowl a little higher but i'm thinking that is technically not possible
it really does play nicely now mick. good stuff
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 21, 2009, 06:17:41 PM
hi BlinkOk

ile give that a go tomorrow and see how it goes ,,

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 21, 2009, 08:36:24 PM
sorry mick i didn't format those last images correctly. here they are again
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 22, 2009, 06:03:14 AM
hi BlinkOK

did you mean to start of with in the rest position , make that higher up , or make extend even higher when it pops out or both ?

thanks
mick ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 22, 2009, 05:04:00 PM
i think start with it higher. so you can see the hand. this hints at it's function and helps to educate the player.
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 23, 2009, 04:33:39 AM
ok thats done , i raised it a little , as to high up did not look right i think , also looked a little odd stars and hearts going in to far under it ,

front splah did not look that much different , but left it in , just try some sounds now , then done i think

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 24, 2009, 06:50:47 AM
Hi BlinkOk and all

well heres the latest , think it nigh on done now

http://www.zshare.net/download/60447227f193f40d/

please let me know your thoughts , was hard to try to find sounds that fitted in with game , not that i had a lot to choose from..

going to spend a little time now catching up on forum , then tinkering around with a few ideas for next game

ok ile say it again , because without this program and forum , well i would not be here now , i have had such great fun
i know its a simple game , but i must thank BlinkOK aka KAZOOWEE , without he's help and fantastic gfx , this game would not be as good as it is , ive been very lucky
also special thanks to U9 for all hes help to , great awning routeen , and Kevin for he's help all along , with some of my silly questions , but we are all not as cleaver as the master ,

ok sounds like a film speach , but i have no oscar , lol , but i have to say thanks to all of them as didnt think in a million years i could do anything like this 10 months ago
as you can tell im really pleased with what i can do with PlayBasic..

great stuff guys

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: OldNESJunkie on May 24, 2009, 11:06:38 AM
Looks & plays well, didn't notice a bug, well, more of a graphical booboo. When you catch a star, bomb, etc, they don't go into the basket, but through the basket. I did notice the basket hits the bomb back into the air or at least starts going to hit before the bomb has touched it. Other than that OK. Almost forgot, need to add a way to flip the see-saw so you don't automatically lose a life if your clown on the right side of the screen, other clown flies to right side, you have no way to catch him. WOW, that was bad english.....
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 24, 2009, 11:58:53 AM
Hi oldNESjunkie

Quotedidn't notice a bug, well, more of a graphical booboo. When you catch a star, bomb, etc, they don't go into the basket, but through the basket.
yes i raised the hand and it did not look right when collecting stars and hearts , so i have lowered it again now , as the stars and hearts where going into clowns head in the code and not green thing ,
it would have been hard for me to make it look correct for stars and hearts going into green basket thing , as it moves up and down as well and not a lot of depth to image to hide things behind it ,
QuoteI did notice the basket hits the bomb back into the air or at least starts going to hit before the bomb has touched it
i have lowered basket now and it looks ok i think , i ran code at 10fps and looks ok , when run at 60fps it does give the impression that bomb has not quite reached basket , but it has
Quoteneed to add a way to flip the see-saw so you don't automatically lose a life if your clown on the right side of the screen, other clown flies to right side, you have no way to catch him
yep i know this , im calling it the pinball effect , lose a ball on pinball when it goes far left or right , as it uses the mouse readings to move see-saw i wonder if there is a way of over scanning mouse readings so see-saw would go over screen a bit more both ways ,, but this would make game quite easy.. thats why i think is important to try and get hearts .. there would be another way to solve this by changing the on screen clowns bounaries..

thanks for you coments much appreciate
ps. will post a new code once any more coments and bugs have been reported

mick  ;D
Title: Re: Clowns 'n' Balloons
Post by: BlinkOk on May 24, 2009, 04:00:26 PM
nice work mick. bring on the next on. :)

ps: just a suggestion. if you learn this box2d (http://www.underwaredesign.com/forums/index.php?topic=2733.0) plugin i reckon the sky will be the limit. you'll be able to make just about ANY 2d game.
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 24, 2009, 10:00:22 PM
 Mick,

 Infinite Mouse Control (http://www.underwaredesign.com/forums/index.php?topic=491.0)
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 25, 2009, 02:51:55 PM
Hi Kevin ,,

ok thanks for that , i have now put this in the game , makes it easier now , so i up the level up a little plus the bonuses come out a little more often , to make it a little more confusing ,
a few more bugs found that ive addressed , ile give it another day or 2 for further bugs and then re-post game as final game..

Hi BlinkOk ,

The BOX2D looks very impressive , but to be honest it looks a little over my head , i think im very near my learning , well understanding limit now ,
i must now have a little muck around with the sprite collisions , the nextsprite being the main one .. as this did hold me back a little with this game..

i have a few other game ideas wether they work or play any good i dont know , but back very soon with another game i know ..

a million thanks again for all you graphics , unbelievable stuff , thank you very much..

mick ;D
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 25, 2009, 05:20:54 PM
Hi Kevin

can you help me here , because it was the same problem i had with this game , i get sprite 0 out of range (1-1500) , i know sprites are 1 to 1500
but why does this program work ok when testing sprite number 1 as in your demo on spritehit , but i re-posistioned sprite 1 at 100,100 then used sprite 30 at mousex,mousey
when it test for collisions between all the other sprites 2-50 it returns them ok , but when it hits sprite 1 at 100,100 it comes up with the error , why is this , if you can explane it will help me a lot
as i cant to seem to suss out why

thanks mick :)

; ========================
; Part 1 - Create an image
; ========================
 
 Cls RGB(0,0,255)
 GetImage 1,0,0,32,32
 
 Cls RGB(0,255,00)
 GetImage 2,0,0,32,32
 
; =============================
; Part 2- Create some sprites
; =============================
 
; Create Sprite 1 and assign it image 1
 CreateSprite 1
 SpriteImage 1,1
 CenterSpriteHandle 1
 
; Set Sprite #1's collision Class to %0001 (1 in decimal)
 SpriteCollisionClass 1,%0010
 
 
; Create a bunch fo sprites to check collision against
 For Sprites=2 To 50
   
    CreateSprite Sprites
    SpriteImage Sprites,2
    x=Rnd(GetScreenWidth()-32)
    y=Rnd(GetScreenHeight()-32)
    PositionSprite sprites,x,y
   
  ; Set Sprites Collision Class to %0010  (2 in decimal)
    SpriteCollisionClass Sprites,%0010
   
 Next
 
 
 
; =============================
; Part 3- The Main Loop
; =============================
 
; Start a DO/Loop
 Do
   
  ; Clear the screen
    Cls RGB(0,0,0)
   
  ; Display a message
    Print "Checking for Collisions"
   
  ; Position the Sprite 1 at the mouses position
    PositionSprite 30,MouseX(),MouseY()
    PositionSprite 1,100,100
  ; Check if sprite #1 hit another sprite
  ; of this sprite class
    ThisSprite=SpriteHit(30,GetFirstSprite(),%0010)
   
  ; If there was impact, then we loop through and
  ; find any other sprites we might have hit also
    While ThisSprite>0
       Print "Hit Sprite:"+Str$(ThisSprite)
       
     ; Check if this sprite hit another sprite ?
    NextSprite=GetNextSprite(ThisSprite)
    ThisSprite=SpriteHit(30,NextSprite,%0010)
 EndWhile
 
; Draw All of the sprites
 DrawAllSprites
 
; Draw the screen
 Sync
 
; Loop back to the DO statement
 Loop



ahh think i have suss it out , i have added a few extra lines of code below , is this the correct way of doing this ?

; ========================
; Part 1 - Create an image
; ========================
 
 Cls RGB(0,0,255)
 GetImage 1,0,0,32,32
 
 Cls RGB(0,255,00)
 GetImage 2,0,0,32,32
 
; =============================
; Part 2- Create some sprites
; =============================
 
; Create Sprite 1 and assign it image 1
 CreateSprite 1
 SpriteImage 1,1
 CenterSpriteHandle 1
 
; Set Sprite #1's collision Class to %0001 (1 in decimal)
 SpriteCollisionClass 1,%0010
 
 
; Create a bunch fo sprites to check collision against
 For Sprites=2 To 50
   
    CreateSprite Sprites
    SpriteImage Sprites,2
    x=Rnd(GetScreenWidth()-32)
    y=Rnd(GetScreenHeight()-32)
    PositionSprite sprites,x,y
   
  ; Set Sprites Collision Class to %0010  (2 in decimal)
    SpriteCollisionClass Sprites,%0010
   
 Next
 
 
 
; =============================
; Part 3- The Main Loop
; =============================
 
; Start a DO/Loop
 Do
   
  ; Clear the screen
    Cls RGB(0,0,0)
   
  ; Display a message
    Print "Checking for Collisions"
   
  ; Position the Sprite 1 at the mouses position
    PositionSprite 30,MouseX(),MouseY()
    PositionSprite 1,100,100
  ; Check if sprite #1 hit another sprite
  ; of this sprite class
    ThisSprite=SpriteHit(30,GetFirstSprite(),%0010)
   
  ; If there was impact, then we loop through and
  ; find any other sprites we might have hit also
    While thissprite>0
       Print "Hit Sprite:"+Str$(ThisSprite)
       
     ; Check if this sprite hit another sprite ?
    NextSprite=GetNextSprite(ThisSprite)
    if nextsprite>0
    ThisSprite=SpriteHit(30,NextSprite,%0010)
    endif
    if nextsprite=0 then thissprite=0
   
 EndWhile
 
; Draw All of the sprites
 DrawAllSprites
 
; Draw the screen
 Sync
 
; Loop back to the DO statement
 Loop


thanks
mick ;D

ps  amazing i looked at code for a hour could not suss it out , but soon as i posted question , 2 seconds later , hey presto
Title: Re: Clowns 'n' Balloons
Post by: kevin on May 25, 2009, 09:34:05 PM
Quote
when it test for collisions between all the other sprites 2-50 it returns them ok , but when it hits sprite 1 at 100,100 it comes up with the error , why is this , if you can explain it will help me a lot
as i cant to seem to suss out why

  That example is out of date in 1.63 and above revisions.  Sprites (and all media are stored in a linked list),  so when we traverse through the set  we get the sprite at the head of list (the first sprite) whatever it happens to be, Then  move through the set via the links between them (GetNextSprite).

  It's important to understand that the list order is not based on the sprites media index,  rather it'll be in the order that the sprites we're created.    So the sprites created first, will be last in the list and the most recently created sprite will be at the head of the list (the first sprite)

  The above errors on sprites #1, because sprite #1 was created first and is therefore the last sprite in the linked list.  When we use the GetNextSprite() function on the last sprite in the list it'll return a null (or -1) index, to signify we're at the end of the list.    This is what trips the error, since we're passing an invalid sprite index into SpriteHit().    Older versions of PB ignore this error, in fact it never used to check if the sprites existed.  Which could create all sorts of fun.

   As for is this is the 'correct' approach, there isn't one..  Although SpriteHit is built to help run batch collisions against various sprite classes, not just one.   
Title: Re: Clowns 'n' Balloons
Post by: micky4fun on May 26, 2009, 06:01:37 AM
Hi Kevin ,,

Thanks , yes ive got to grips with it now , seems very easy now i understand whats happening , but at the time was frustrating , making mistakes takes up a lot of time trying to see what you are doing wrong , think you cant see the errors as you get caught up in the program , takes someone outside the program to see the mistake ,

ok i now going to put this into the game as i wanted to do in the first place , in the bonus items coming down , this will make more stars etc , but will leave the balloon collisions as they are otherwise you will clear a sheet in seconds..

thanks again Kevin

mick ;D

Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on May 27, 2009, 05:42:16 AM
http://www.zshare.net/download/605775835e2c2f8e/

hi all ,

above link to final version of game , theres a small cheat in the game i have left in on purpose as most games have a cheat

only 2 lives to start now as its a lot easier now with see-saw going to both extremes of screen , 50000 is a typical score

have fun ..

ok lets get going on another game..

mick ;D
Title: Re: Clowns 'n' Balloons final released !!!
Post by: kevin on May 28, 2009, 08:28:29 AM

Quote
ok lets get going on another game..

Well, before you do that, get some server space and throw up home page.. Just people can see all your games.


Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on May 28, 2009, 09:09:13 AM
Hi Kevin

Quoteget some server space and throw up home page..
dont know a lot about home pages , as something im not really into at all
so a couple of questions ,
1.can i use microsoft front page to do this ?
2.where can i get sever space from or is it aviseable to use my own service provider as my homepage?

thanks

mick ;D
Title: Re: Clowns 'n' Balloons final released !!!
Post by: kevin on May 28, 2009, 09:51:17 AM

Quote1.can i use microsoft front page to do this ?

yes, and billion other tools..


Quote2.where can i get sever space from or is it aviseable to use my own service provider as my homepage?

  No don't use ISP (what happens if you changes ISP ?),  get a 3rd party WebHost ..  For example google Free Web HOsts...  ga-zillions  of them..



Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on May 28, 2009, 04:21:18 PM
Ok Kevin ,

thanks , yeh thanks for stopping me just as i starting a new game , haha
ok ile look into them

mick ;D
Title: Re: Clowns 'n' Balloons final released !!!
Post by: kevin on June 03, 2009, 09:18:37 AM
Quote from: micky4fun on May 27, 2009, 05:42:16 AM
http://www.zshare.net/download/605775835e2c2f8e/

Been trying to download this but it keeps failing,  can you upload a mirror somewhere else ?
Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on June 03, 2009, 10:32:22 AM
Clowns 'n' Balloons Final Release


DownLoads

[plink]http://www.underwaredesign.com/files/Micky4Fun/clowning1.1.zip (http://www.underwaredesign.com/files/Micky4Fun/clowning1.1.zip)[/plink]




Screen Shots
(http://www.underwaredesign.com/forums/index.php?action=dlattach;topic=3025.0;attach=2623;image) (http://www.underwaredesign.com/forums/index.php?action=dlattach;topic=3025.0;attach=2638;image)

Title: Re: Clowns 'n' Balloons final released !!!
Post by: medwayman on June 07, 2009, 09:38:42 AM
Very well presented and cool game. Congrats :)
Title: Re: Clowns 'n' Balloons final released !!!
Post by: ATLUS on June 07, 2009, 11:05:57 AM
looked nice good game!!!
Title: Re: Clowns 'n' Balloons final released !!!
Post by: BlinkOk on June 07, 2009, 06:14:37 PM
gratz micky dude. i had fun helping out.
Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on June 08, 2009, 05:09:04 AM
YEP thanks guys ,

yes turn out rather nice , but all thanks to BlinkOk's gfx that made the game what it is and U9's help as well
so i thank these guys big time

not had a lot of time over the last week or so as work as taken over , this happens time to time i have to spend 16 hours a day for work as it pays the bills and i cant turn it down while its there , but ile be back any day now for the water wave game that Kevin helped get me starting , its taking a shoot em up type game now , it was going to be a undwerwater puzzle type game , but lacked any real game play and thats the most important to me ,

mick ;D
Title: Re: Clowns 'n' Balloons final released !!!
Post by: Makeii Runoru on July 20, 2009, 11:53:10 AM
Alas. You seem to be dishing out these games like crazy! So much free time, eh? I bet if you kept at it you could start making some money off of these : P You certainly have the potential.

The game was fun overall. It was not hard to figure out what did what. Two clowns, and each of them see-saw'd each other up to break balloons. Stars give points, and Hearts give a score toward an extra life shown by a meter of a new life clown head... thing.

Was sort of confusing to keep track of everything at once, but I suppose you get used to it over time. Like, I was trying to avoid bombs, but found that they actually help me by launching up in the air and popping balloons. But I was trying to grab a hold of the goodies that flew down while also trying to figure out where my other clown buddy was.

It was a nice addition to have a cannon come out from the side of the screen and launch up the fallen clown buddy when he hits the ground. That was cool : )
Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on July 20, 2009, 03:24:00 PM
Hi Makeii Runoru,,

thanks for your comments ,

QuoteAlas. You seem to be dishing out these games like crazy! So much free time, eh? I bet if you kept at it you could start making some money off of these : P You certainly have the potential.
well im just trying out some of the commands in PlayBasic , so the quicker and smaller the game the better for me , as i get lost in my programming quite easy as well ,
im trying to do say an old Atari/commodore 64 type program , so pretty basic by todays standards , but something that wont take to long to do.
i would rather do something like this for the time being to pick up the programming commands..
im trying to do simple fun easy to get into quick play games . with the last 2 games i have been very lucky to get help with the graphics by BlinkOk and on the programming side by U9 on clowns and balloons
while the games were not to bad done by me , adding the graphics really made them stand out from the original..
as for making money , well im not that fussed to be honest as the pleasure of doing them is worth more than the money to me .
QuoteWas sort of confusing to keep track of everything at once, but I suppose you get used to it over time. Like, I was trying to avoid bombs, but found that they actually help me by launching up in the air and popping balloons. But I was trying to grab a hold of the goodies that flew down while also trying to figure out where my other clown buddy was.
lol , yes that was the idea to make it a bit more confusing ,as a simple catch the clown would have been pretty easy , so i tried to make it so you had a choice of playing a safe game and not earning many points by just catching the clown or playing a more risky game trying to get the items and scoring more points.
QuoteIt was a nice addition to have a cannon come out from the side of the screen and launch up the fallen clown buddy when he hits the ground. That was cool : )
well i take no credit for this , it was BlinkOk's idea to keep the game flowing , which was a great idea , as the more the game flows the better otherwise it can become a bit boring..

i must say that ive been programming 9 months now , and if anyone said i would be how to do simple game i have already done , when i first started , i would have thought they were mad , im well pleased with the outcomes and how easy it turned out to learn how to do them , even with my level of programming , im probally only using 20% of playbasic's power but that will do me..

thanks mick ;D
Title: Re: Clowns 'n' Balloons final released !!!
Post by: BlinkOk on May 16, 2012, 10:48:14 PM
http://www.8bitrocket.com/2012/05/16/atari-announces-intriguing-circus-atari-app-for-ios/ (http://www.8bitrocket.com/2012/05/16/atari-announces-intriguing-circus-atari-app-for-ios/)
Title: Re: Clowns 'n' Balloons final released !!!
Post by: micky4fun on June 02, 2014, 03:50:40 PM
Hi all

Just a little update , this game is now on Google play (updated version)

and free lite version here



MOD EDIT: Sorry mick, but you can't post these here!