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Brick Layer 3.01 new version

Started by XpMe_v1.2, March 06, 2011, 09:16:58 AM

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XpMe_v1.2

Brick Layer 3.01 game 25mb may be found on http://tilemusic.com/games.html
1 player freeware game. Screenshot also may be found on this web page.
800x600y32 full screen. compiled with v1.64m
This game has been totally rewritten with new images and music/snd.

Don't break any windows !
Brick Layer requires you to lay bricks on the building walls
and around glass windows while avoiding breaking the glass
by using the left and right arrow keys(or L-R mouse buttons).
You must avoid braking any windows or you loose a life.
You gain a extra life every 3000 points gained.
The longer you play, the FASTER you will go.
When you end the game and your score is high enough then
your name goes on to the high score list.
9 levels. 1 bonus round. Time limit for each round.
Death stalks you and rain clouds don't like you.
Floating bonus points gets in you way during game play.

Have fun playing it.


XpMe v1.2




Edit: attached thumb nail for IDE news feed
...XpMe v1.2

http://tilemusic.com/

kevin


Haven't played it yet, but looks pretty good. 

XpMe_v1.2

I hope the people who plays it likes the changes I made.

I haven't sampled all programming languages.
But Play Basic has always been number #1 to me
for 2d game writing and other things from day one when I first discovered it.
...XpMe v1.2

http://tilemusic.com/

BlinkOk

it looks good fred. nice spin on the snake type game.
the keyboard response was a little sluggish on my pc. seems like i had to press and hold a key before the game registered it

XpMe_v1.2

#4
You can use the left - right mouse buttons also.

The Left - Right keyboard keys are the smoothest I can get them for the game.
But with any planning when the game gets faster you can still clear a screen.

It was interesting what coding you have to do to get this simple game together.

The Man,Hat,Bucket,Skull(Death),Clouds,Rain Drops,Your Name Sign,Outhouse,floating Bonus Points are all sprites.
The rest are just images.

Those clouds I used were created by me back in 1993. I have been wanting to use them somewhere for a long time.
They looked good for a rainstorm back then. But I lost the code to that game. Now the clouds have a home.
...XpMe v1.2

http://tilemusic.com/

kevin

#5
QuoteIt was interesting what coding you have to do to get this simple game together.

 That's pretty universal really, it takes a while for most people to come up with efficient solutions to common programming problems.   But it's all good practice!

XpMe_v1.2

Yep. Writing it again was like practice.
And using sprites and sprites collision detection made the code more readable.
The more you write the more you catch on to what needs done to make things happen.
...XpMe v1.2

http://tilemusic.com/

kevin

#7
 Finally had a go.   It's come up pretty well,  could probably fine tune some of the transitions a bit.  The cross fade on start is nice touch, but seems like it's blending to video as it's a bit stilted here.   The method i normally use for such things is to temporarily redirect all drawing to a temp FX buffer while the fade is in progress, then once it's done, draw to the screen directly.      





Setfps 61.7

FadeScreen=NewFXImage(800,600)

FadeStartTime =timer()
FadeDuration =1000 ; (2 seconds)
Fading=true

Do
CurrentTIme=Timer()

// When it's fading, render to the off screen buffer
if Fading=true
RendertoIMage FadeScreen
endif

// draw the game scene
//============================
RenderGame()


// Handle the fade based on the time, rather than frames
if Fading=true
// draw a blended box over as our fader
TimePast#=CurrentTime-FadeStartTIme
if TImePast#<FadeDuration
scaler#=TimePast#/FadeDuration
c=cliprange(256*scaler#,0,255)
inkmode 1+16
inkalpha 1-scaler#
boxc 0,0,800,600,true,0
Inkmode 1

else
Fading=False
endif
rendertoscreen
drawimage FadeScreen,0,0,false

endif

Sync
loop




Function RenderGame()

; clear the screen
c1=$ff00ff
c2=$f0ff
shadebox 0,0,800,600,c1,c2,c1,c2

// draw a
rgb1=$334455
rgb2=$550000
rgb2=$005500
x=400
y=300

Static BaseAngle#
lockbuffer
For lp=0 to 360 step 10
angle2#=wrapangle(BaseAngle#+lp)
x2=x+cos(angle2#)*400
y2=y+sin(angle2#)*300

angle2#=wrapangle(BaseAngle#+lp+10)
x3=x+cos(angle2#)*400
y3=y+sin(angle2#)*300

gouraudtri x,y,rgb1,x2,y2,rgb2,x3,y3,rgb3
next
unlockbuffer
BaseAngle#=wrapangle(BaseAngle#,1)

EndFunction





feildmaster

Did not register my mouse clicks very well...

Nor my arrows. I don't know what the problem was. >.>

XpMe_v1.2

Been reworking some of the game code.
I 'm now using Kevins suggested 'data loader code' and it leaves the code that I had used in dust.
Reworked the 'cross fade on start' and it is now smoother.  I'm using DrawAlphaImage to blend it on top of the back image.

Right now am doing some sound changes and sprite change to make the keyboard+mouse controls work better.
Will not finish today since I have to go to work soon.  But will maybe finish this week.
...XpMe v1.2

http://tilemusic.com/

XpMe_v1.2

New version of Brick Layer.

Brick Layer 3.02
Some changes to the game.
Some background images were changed.
Sound panning to which side of the screen your on.
Made the left-right keyboard controls respond better.
Now ready for downloads.
found on  http://tilemusic.com/games.html
...XpMe v1.2

http://tilemusic.com/

BlinkOk

unfortunately that lagging keyboard problem is making the game unplayable.
i really like the concept though

XpMe_v1.2

The game is not unplayable.
Just takes a little practice to guide the player through 9 screens.
There is a intended slight delay between each upward movement.
You just have to hold the L or R key down long enough to just move the character.
...XpMe v1.2

http://tilemusic.com/

BlinkOk

it's just that it takes to long to start moving and continues too long after i release the key.
it becomes too frustrating to play, not enough control. this may be exacerbated by the fact that i have a high end machine.

i honestly think that if you removed ALL the delays and made it respond to the keyboard faster you would have an awesome
game there.

XpMe_v1.2

The game was originally created on the Atari 1040 ST with the Stos language the way you
saw it in version 1.1 with only windows and bricks.
It took getting use playing it back then(on the atari).
But it can be fun to play even on my slower laptop.
So I'll look into and make changes IF there is a better and different way to control movements.
...XpMe v1.2

http://tilemusic.com/