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PostPosted: Tue Jan 31, 2017 10:30 pm 
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https://www.youtube.com/watch?v=04854XqcfCY


Game released with an hour to spare! Bet you thought I wouldn't make it, huh? :beer:
I'm too tired right now to properly comment so I'll give my post mortem tomorrow (today in my timezone). For now I ask, if you manage to find a bug please report it to me here, if you have an emulator recording file, even better.

I've finally completed a game. This is awesome but I'm too tired to celebrate. :lol:

edit: by the way the ROM is in the first post. Thanks!

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PostPosted: Tue Jan 31, 2017 11:01 pm 
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I really like the title screen. I don't know why but it gives me an early Atari ST feel.


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PostPosted: Wed Feb 01, 2017 12:59 pm 
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FrankenGraphics wrote:
I really like that jello! Both actually :D The aiming is a great addition. Things being at different angles feels commonly accepted for this sort of style. It might even actually add something to the soup, now when i think about it. A little whacky perspectives can go a long way to catch interest. European medieval, baroque and traditional japanese art styles (which i know terribly little about) does this in varying forms all the time, not to mention cubism. I wouldn't worry about it too much.

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I thought that the "damaged/crushed" tiles were ok and not in a different style.

I'm sorry, i could have been a lot more specific. I think most of them are! The one that stands out to me is the one for the bricks, which feels like a representation of crushed brick, but perhaps not a direct derivate of the bricks that were there in prior to crushing.

Here's a quick mockup (though in a somewhat different style)
Attachment:
bricks.bmp


To the upper right is simply a metatile of crushed bricks. I made them from hacking away pixels from the original structure and moving them into a disarray. I also attempted to move them so that they'd break the tile grid somewhat, to signal the dissaray of a pile. To the upper left is some metatile variations made from the same four tiles. To the lower left they are put next to each other. Randomizing metatile content could perhaps work well.

I used the same technique when doing the brick walls and power ups blowing up animations for wrecking balls (there were some compromises and decisions, all frames didn't make it into the submission and others got changed. I just lazily took a snapshot that happened to be sitting on my desktop):
Attachment:
animationsequences.bmp

Deteriorating things that explode/destruct frame by frame feels easier to me, even if, say, only a few or even one selected frame would be used.

In the mockup above in the post, i made an interim frame between 'cracked' and 'destroyed' which would be redundant to the game logic, but helping in the process getting there.


You're too kind about my pixel art. :)
I think that's an excellent method of doing explosions/destruction. Some variation would also help too, yeah. Your example is very good and while it's unrelated it also has some nice edge embossing to make them distinct when adjacent with one another, something that I wanted to do on my metatile but didn't have time to. I'll see if I can update the art following your tips for the multicart version, thanks a lot.

rainwarrior wrote:
I really like the title screen. I don't know why but it gives me an early Atari ST feel.


Isn't bouncy stuff a recurrent theme in PC scene demos? Maybe you're familiar with one of those.

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PostPosted: Fri Feb 24, 2017 3:04 pm 
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I've just released the source code for my game! It's not pretty but it's there, under the MIT license.

https://gitlab.com/aleff/BrixBattle

Edit: aha! I think I got why the paddle-ball collision felt so weird! There's two reasons, first of all my threshold to decide whether to use the left, center or right corner of the ball was too small, making it difficult to "aim".

Secondly, due to the way the paddle graphics are presented, one would expect the ball to merely invert its Y direction when the ball hits the center of the umbrella, since it's a flat surface (and all other flat surfaces i.e. bricks behave that way), but sometimes it reflects on X too due to how the paddle works in this game (sectioned into parts, each giving the ball a fixed movement vector, disregarding the ball's current one).

The second one is not much of a problem and it's easy to adapt to it, but the first issue made the second one confusing. I'm in the process of improving the game and that was taken care of and it makes a lot of difference. Check git for the update.

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PostPosted: Fri Feb 24, 2017 7:33 pm 
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How much more do you plan to add to the game over the next few weeks? I ask because I notice that you left 9E40-9FFF,AD60-DFFF,EE40-FFF9 in the PRG ROM unused. That's over 21 KiB. If you aren't going to add more than 5 KiB of stuff, building it as an NROM-128 would help other things fit on the multicart.


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PostPosted: Fri Feb 24, 2017 8:26 pm 
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tepples wrote:
How much more do you plan to add to the game over the next few weeks? I ask because I notice that you left 9E40-9FFF,AD60-DFFF,EE40-FFF9 in the PRG ROM unused. That's over 21 KiB. If you aren't going to add more than 5 KiB of stuff, building it as an NROM-128 would help other things fit on the multicart.


I'm adding a couple of levels and doing some tweaks so > 5 KiB is unlikely. I'll rebuild it as NROM-128 for multicart inclusion. By the way, since my game's title lost all meaning and without context it is also gramatically wrong ("Bricks" Battle ???), I've changed the title for another one (Brick Breaker). Is that a problem?

Image

I like the simple look of the new title screen so don't make me revert to the old one :lol:

edit: Tepples, I'm uploading the updated version to the 1st post. I'm not sure if I'll add anything else at this point. edit2: hold on, a minor bug just appeared from thin air when I made the jump to NROM-128.

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PostPosted: Wed Mar 01, 2017 12:51 pm 
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The RESERVED_MULTICART part is actually unused, right?


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PostPosted: Wed Mar 01, 2017 1:21 pm 
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GitLab is being dumb, somehow no one can clone my PUBLIC repository, so here's an alternative place to download the game's source:

https://github.com/AleffCorrea/BrickBreaker

tepples wrote:
The RESERVED_MULTICART part is actually unused, right?


Yep. Just added some junk text for fun. Feel free to add the A53 redirection code in it. It's a Donkey Kong (Arcade) reference.

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