The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsAt 12/13/09 02:37 PM, JPB wrote: -Any Suggestion gameplay wise?
--JPB
*it's fucking impossible to get the ball past the enemy and when you DO you got to do it like 5 times more to get through all the bricks.
*the scoreboard-fading-thingy is annoying.
Alright ill make the enemy slower/slightly more retarded, i guess its because ive played it so much, it seems really easy to me :P
Should the scoreboard then just show up when someone made a point? And then fade out?
At 12/14/09 03:20 PM, JPB wrote: Should the scoreboard then just show up when someone made a point? And then fade out?
kind of.
or you could make it tiny, like the one in my game
JPB looks great, and as PowerSource says slow it down a little (or make difficulties)
and just leave the score board normal and dont let it fade in and out
At 12/14/09 03:48 PM, PowerSource wrote: UPDATE
now you can die and stuff like that
http://www.powersource.se/dodge_them_2.p hp
looks good so far, but i hope you can add something in here to make it original
At 12/14/09 11:27 PM, MrRandomist wrote: JPB looks great, and as PowerSource says slow it down a little (or make difficulties)
and just leave the score board normal and dont let it fade in and outAt 12/14/09 03:48 PM, PowerSource wrote: UPDATElooks good so far, but i hope you can add something in here to make it original
now you can die and stuff like that
http://www.powersource.se/dodge_them_2.p hp
any ideas?
i'm going to add:
*click to ASPLODE and get rid of all the tiny balls and maybe lower the spawnrate a little
*stuff falling, like hp and/or bonuses
At 12/16/09 03:08 PM, PowerSource wrote: any ideas?
maybe you should have 2 green balls, and hve one controled by wasd, and the other by arrow keys or ijkl, and to ASPLODE the big black balls have to hit each other...
AND, to make it awesomer, give art to it, making it a "map view" of some place, with a few places with building where you cannot walk past, make levels, each one in a diferrent location (park, openfield, corner) then you add moar art making the dots people, making the green dots robots or just two people who look diferent from the others, and make the black circle a bomb or a spikeball, call the game "Terrorist Attack", make a chain connecting the terrorist people (green dot) with the bomb, and make the objective of the game to asplode as many people by making a bomb hit another bomb, however, if your bomb hits someone, you lose your bomb, and you only kill one person, and then each terrorist only has 3 bombs, and you get past the level if you kill enough people :P
...that is way to violent, so if you end up using that idea, dont put blood, or this collab will need to be rated mature :P
actually yeah... the above idea will cause too much polemic, forget that...
better idea! make the big black balls a car, and make it so you have to roam arround the city, without hitting anything, add a v-cam, and ta-daaa!
[joking] However i require credit as "idealist" on your minigame [/joking]
first.. sorry for double post, second:
UPDATE :D
http://www.swfcabin.com/open/1261062661
the score board now works! (the enemy is wayy too slow for testing purposes)
To do List:
-Add Two Player
-Add Dificulties
-Add Music
-Add Instructions ("HELP")
OMG... im almost done! :D
woah, i lost myself when i had read half that text XD
and i'm not really good at art, just waiting for anyone to step forward and draw for me :)
as for your game:
*that thing you got, that if the ball hits the top of the paddle it goes upwards and if it hits the bottom of the paddle the balls goes downwards- looks really weird. you whould just let the ball bounce normally(though that would be boring as fuck) or you could kind of, the more far out the ball hits, the more angled it will fly. like in this game http://www.newgrounds.com/portal/view/45 7464 just that your game will not contain gravity.
*I managed to get the ball between the bricks, and that way removed EVERY fucking brick XD
At 12/18/09 12:06 PM, PowerSource wrote: woah, i lost myself when i had read half that text XD
and i'm not really good at art, just waiting for anyone to step forward and draw for me :)
as for your game:
*that thing you got, that if the ball hits the top of the paddle it goes upwards and if it hits the bottom of the paddle the balls goes downwards- looks really weird. you whould just let the ball bounce normally(though that would be boring as fuck) or you could kind of, the more far out the ball hits, the more angled it will fly. like in this game http://www.newgrounds.com/portal/view/45 7464 just that your game will not contain gravity.
*I managed to get the ball between the bricks, and that way removed EVERY fucking brick XD
i did the angled thing, but i still have to tweak it around :P youll notice that if you hit the middle the _x/_y rate will be 50/50, yet if you hit the corners it will be 10/90, and beetween that, the angl will always be corresponding, but its kinda messy, i know :(
i love doing that beetween brick thing, it's just awesome :P
i havent got much to say everything looks great JBP and PowerSource
i wont say anything until your closer to completion
UPDATE!
BrickDuel v2: http://www.swfcabin.com/open/1261409105
Things id like to note:
-only available mode is easy single player
-however its actually 2 player since the cpu is controlled by wasd for testing purposes...
-the bouncing on the cpu paddle and on the player paddle is difernt
To do list:
-Add the two other modes
-add u won screen
-make it so either the music stops when you leave the game, or that you can turn the music on off while in the menu
-i think that's all, i know, its awesome!
Things id like input:
-Music? like? didnt like? fits? doesnt fit? loops well? [...]
-What bouce engine should i use? the cpu one? or the player one one? (i myself am leaning towards the player 1 one, but also changing it by multiplying the speed by 1.something or something to kind to speed up the ball's Y speed a bit, not making the game way too slow paced, but id like you opnions as well ;D)
At 12/21/09 11:45 AM, JPB wrote: -Music? like? didnt like? fits? doesnt fit? loops well? [...]
nice music :) though it believe the volume was pretty high.
At 12/21/09 02:22 PM, PowerSource wrote:At 12/21/09 11:45 AM, JPB wrote: -Music? like? didnt like? fits? doesnt fit? loops well? [...]nice music :) though it believe the volume was pretty high.
I love that music as well :D it just pwns :P
no one ever post here, so i need to frequently double post :(
but why do i NEED to double post?
a) to say a ramdom stupid joke
b) to update BrickDuel
c) to ask everyone how their games are going
d) to do this quiz
e) to say that ive added something that i probably wasnt gonna add
f) "b); c); d); and e);"
g) all of the above
ONLY KEEP READING AFTER YOU'VE ANSWERED THIS QUESTION
but yeah... SUPAH AWESOME UPDATE TIME!
BrickDuel v4: http://www.swfcabin.com/open/1261501990
Everything is done except for the "You Win" Page... :D yep that's right, ive finally got a mix of speed + powerups + bouncing that i like, at least for me, the whole engine seems perfect
oh, yeah, and u heard me, i added powerups!
(they every once in a while pop up and are tweened down, ive made it so that even when you hit the powerup it still stays there, so that if you're good enough, and hit it again, you can keep the powerup for longer ;D, and to also allow both of the players to get the speed power up)
To do List:
-You Win Page
so hows everyone's games goin'?
--JPB
var BrickBreaker:string = "win"
var pong:string = "epic"
var JPB:string = "awesome"
if (jpb = "awesome") {
BrickDuel = pong + brickbreaker;
}
if (BrickDuel = "epicwin"){
minigamecollab = brickduel;
}
if (minigamecollab = "epicwin"){
minigamecollabrating = 5.00;
}
lol ramdom stupid joke :P (does this as2 even work right? lol)
yep, that's right, the answer to the quiz was G! so congrasts to u if you've said G!
Here's a gift to you: http://www.swfcabin.com/open/1261504024
At 12/13/09 02:37 PM, JPB wrote: Brick Duel v0.1 : http://www.swfcabin.com/open/1260729295
Copyright 2009 JPB
Hey I just played this and found a glitch, I hit the ball with the paddle, it went behind the other paddle, destroyed all the bricks going down except one but then the ball left the screen (went left).
sorry for interrupting your collab guys :D
At 12/22/09 01:45 PM, zrb wrote:At 12/13/09 02:37 PM, JPB wrote: Brick Duel v0.1 : http://www.swfcabin.com/open/1260729295Hey I just played this and found a glitch, I hit the ball with the paddle, it went behind the other paddle, destroyed all the bricks going down except one but then the ball left the screen (went left).
Copyright 2009 JPBsorry for interrupting your collab guys :D
so did the ball teleport from the front of one paddle, all the way to the back of the other?
weird, that should be fixed by now though, that is v0.1, right now im on v4... thanks for warning though, ill look into that and check if v4 has the same glitch ;)
At 12/22/09 02:25 PM, JPB wrote: blablabla
i guessed G OMGZORZ
haven't added anything to the game since last time. i work in spurts :) most days, nothing. some days, some. :P
does anyone know if we are going to gain ANYthing from the ads? even 2 dollars would be motivational :)
feedback:why the fakk are you moving so damn slow?!?!? well it get's harder that way but it's really annoying. i guess i have to live with it...
OMG i forgot
is the game supposed to be inside a mc?
because then i've got some work to do :P
At 12/22/09 06:22 PM, PowerSource wrote: OMG i forgot
is the game supposed to be inside a mc?
because then i've got some work to do :P
Considering what i know nope, mr ramdomist already accepted Air Runner, yet it isnt in a big mc, just use frame labels then mr. Ramdomist can easily code all the buttons
At 12/22/09 07:27 PM, JPB wrote: Considering what i know nope, mr ramdomist already accepted Air Runner, yet it isnt in a big mc, just use frame labels then mr. Ramdomist can easily code all the buttons
i don't got a menu, i don't need that, right?
no you dont need it in a big mc just have it on 1 scene and label the frames (best to have it powersource_game)
i would prefer it if you had a menu screen to your game and a game over screen as well with a mute button with any other information such as the controls and game information
on the previous page you asked if you would get money from ads, i will divide up the money split on how much you get (the percentages on the submit page) that also includes any prize money won on NG unlikely though
any other questions?
At 12/22/09 02:25 PM, JPB wrote: so did the ball teleport from the front of one paddle, all the way to the back of the other?
weird, that should be fixed by now though, that is v0.1, right now im on v4... thanks for warning though, ill look into that and check if v4 has the same glitch ;)
Oh my bad, I played your new version but v4 still has the same glitches and alot of new ones :S
You might want to do a thorough bug search if you don't want people to whine in the reviews :)
At 12/23/09 10:18 AM, zrb wrote:At 12/22/09 02:25 PM, JPB wrote: so did the ball teleport from the front of one paddle, all the way to the back of the other?Oh my bad, I played your new version but v4 still has the same glitches and alot of new ones :S
weird, that should be fixed by now though, that is v0.1, right now im on v4... thanks for warning though, ill look into that and check if v4 has the same glitch ;)
You might want to do a thorough bug search if you don't want people to whine in the reviews :)
what kind of new ones? the only one that i have SEEN, its the ball getting stuck in the wall... (but that's happened since 0.1, and im working on that) and ive played this a thousand times, but ill keep searching...
some things that are not glitches but may seem like one:
G:when you hit a pwoer up, it doesnt dissapear and the ball doesnt bounce
A: its supposed to b like that... (might as well explain why in the instructions :P)
G: when i goal is made with the fireball, it comes back and stays on fire
A: again, supposed to be like that, but im thinking on changing this...
At 12/22/09 01:45 PM, zrb wrote:At 12/13/09 02:37 PM, JPB wrote: Brick Duel v0.1 : http://www.swfcabin.com/open/1260729295Hey I just played this and found a glitch, I hit the ball with the paddle, it went behind the other paddle, destroyed all the bricks going down except one but then the ball left the screen (went left).
Copyright 2009 JPBsorry for interrupting your collab guys :D
wait a minute! that's not a glitch... at least even on the original brick breaker ive played that's possible, you're talking about this right? http://img138.imageshack.us/img138/214/g litch.jpg
and again, this is that kind of thing that can be put on the intructions like advanced startegies, after all that's what it is, its not a cheat or a bug, its awesome skillz to get the ball too go so fast that it isntead of hitting the brick, it "jumps" through it, (one frame its in front of the brick, next is hitting the wall, and next its behind it) although for/while could fix that, right? :l
At 12/23/09 02:14 PM, JPB wrote: although for/while could fix that, right? :l
make a function like:
function move(amc, ax, ay, omc){
fx=amc._x;
fy=amc._y;
px=ax-fx;
py=ay-fy;
mx=px/10;
my=py/10;
while(amc._x != ax){
amc._x+=mx;
amc._y+=my;
//place all the hittests here, using amc and omc
}
}
//example
move(the_paddle, 50, 75, the_ball);
this piece of code should increase the framerate by 10x
SHOULD
any questions?
At 12/25/09 05:30 AM, PowerSource wrote: any questions?
YES
that would only increase the frame rate x10 only for the hitTest's right?
how do i "place" a hitTest using amc and omc?
What does the example do?
o.O there seems to be much more to actionscript then i ever thought there would...
At 12/25/09 09:10 AM, JPB wrote:At 12/25/09 05:30 AM, PowerSource wrote: any questions?YES
that would only increase the frame rate x10 only for the hitTest's right?
yes
how do i "place" a hitTest using amc and omc?
example down there
What does the example do?
it moves the_paddle to x:50 and y:75 and checking if (during the move) if the_paddle touches the ball.
now the_paddle can't teleport through the_ball :)
o.O there seems to be much more to actionscript then i ever thought there would...
nah, you seem more pro than me :)
i've actually never done this before :)
though it should work
a little bit of explanation:
function move(amc, ax, ay, omc){
//the starting position of the mc that is moving
fx=amc._x;
fy=amc._y;
//the distance between the final point and the current one
px=ax-fx;
py=ay-fy;
//getting a part of the distance
mx=px/10;
my=py/10;
//going to move the mc as long as it's not at the final point
while(amc._x != ax){
//moving the mc
amc._x+=mx;
amc._y+=my;
//place all the hittests here, using amc and omc
//ex. if(amc.hitTest(omc){ blablabla...
//i'm not pro at hittests, so this example might not work :P
}
}
//example
move(the_paddle, 50, 75, the_ball); Oh i see lol
Now with the explanation it seems more possible :P
Once i get access to flash ill check this out... And see if i got any more questions
Im pretty close to finishing, except if i try to fix this, but im sorry to say that even the version without this fix wont be released any soon cuz im gonna stay without internet for a while on the new year, but well see ;) ill work while i dont have internet, and it should be done when i get back :D