Brickout Build 2 (pretty much final)
by Drew -Gaiiden- Sikora · in Torque Game Builder · 02/28/2005 (7:48 pm) · 21 replies
Huzzah! The brickout game is now fully operational! Well, to a point anyways :P I don't, for example, have more than one level - but I'm not really out to make a complete Brickout game here, just something to help me learn the basics. Here's what I do have (in addition to build 1)
Fixes/Additions
===========
* All capsules are tested and operational
* Code broken up into relevant files and reorganized for better clarity (I hope :P)
* Global data file added so that you can easily change game values (like paddle/ball speed, # of capsules generated, etc)
* Bricks explode when hit by ball or missiles
* board resets when all bricks are destroyed - capsules regenerated at new random positions
* Sounds added for all game actions
* Optional debug info available for bricks loaded with capsules (see global.cs)
Notes
=====
* Didn't touch the physics at all, so still my crappy implimentation
* Still can't figure out how to get the world coordinates of a certain tile, so all explosions also take place at the ball/missile locations
* Yes, the particle effects are all very tiny. I haven't figured out yet how to resize them. I have some ideas, but after a few tries got nothing so gave up on that for the time being. Guess I'll have to play with the particle editor some more
* For some reason I still couldn't get the torpedo particle effect to display - tho I have a hunch I just couldn't see it cause it was really frikin small. The code is commented out right now.
* For Super Mode, I tried using fxSceneObject2D::setPhysicsSuppress on the tile map but the ball still bounced off the bricks. So I had to disable the ball's collision physics (luckily I do manual reflections off the paddle!). I dunno if I had the physics set up wrong in the first place or if I was misusing setPhysicsSuppress
Controls
======
Left - move paddle left
Right - move paddle right
Space - launch ball/fire missiles
Z - give the ball (main ball only, not sidekick) a boost to the left
X - give the ball (main ball only, not sidekick) a boost to the right
Esc - quit
F1 - toggle T2D debug overlays
1 - enable Fire Mode (paddle has guns)
2 - enable Sidekick Mode (extra ball)
3 - enable Super Mode (ball travels through bricks)
4 - enable Long Mode (wider paddle)
Install
=====
Download Here
Just unzip straight to the examples folder and run the batch file.
This is not a redistributable game! Full source is included and the editors are still accesible through shortcut keys! This game is meant for current T2D licensed users to learn from. If you want to send it to a friend you will be responsible for finishing up the packaging (removing the editors, displaying the GG logo, etc)
Fixes/Additions
===========
* All capsules are tested and operational
* Code broken up into relevant files and reorganized for better clarity (I hope :P)
* Global data file added so that you can easily change game values (like paddle/ball speed, # of capsules generated, etc)
* Bricks explode when hit by ball or missiles
* board resets when all bricks are destroyed - capsules regenerated at new random positions
* Sounds added for all game actions
* Optional debug info available for bricks loaded with capsules (see global.cs)
Notes
=====
* Didn't touch the physics at all, so still my crappy implimentation
* Still can't figure out how to get the world coordinates of a certain tile, so all explosions also take place at the ball/missile locations
* Yes, the particle effects are all very tiny. I haven't figured out yet how to resize them. I have some ideas, but after a few tries got nothing so gave up on that for the time being. Guess I'll have to play with the particle editor some more
* For some reason I still couldn't get the torpedo particle effect to display - tho I have a hunch I just couldn't see it cause it was really frikin small. The code is commented out right now.
* For Super Mode, I tried using fxSceneObject2D::setPhysicsSuppress on the tile map but the ball still bounced off the bricks. So I had to disable the ball's collision physics (luckily I do manual reflections off the paddle!). I dunno if I had the physics set up wrong in the first place or if I was misusing setPhysicsSuppress
Controls
======
Left - move paddle left
Right - move paddle right
Space - launch ball/fire missiles
Z - give the ball (main ball only, not sidekick) a boost to the left
X - give the ball (main ball only, not sidekick) a boost to the right
Esc - quit
F1 - toggle T2D debug overlays
1 - enable Fire Mode (paddle has guns)
2 - enable Sidekick Mode (extra ball)
3 - enable Super Mode (ball travels through bricks)
4 - enable Long Mode (wider paddle)
Install
=====
Download Here
Just unzip straight to the examples folder and run the batch file.
This is not a redistributable game! Full source is included and the editors are still accesible through shortcut keys! This game is meant for current T2D licensed users to learn from. If you want to send it to a friend you will be responsible for finishing up the packaging (removing the editors, displaying the GG logo, etc)
Associate Melv May
- Melv.