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The new Iteration of the game comes with a lot of updates both in features, graphics and stability! Heres some feature bits for I2: - 11 Power Ups in the game, you start I2 with 10 bullets in yer cannon. The development time for I2 has been less than expected so I'm fairly happy bout this release! For I3 I will concentrate on making the game more shiny, putting in some break animations, maybe some particles and such, and working more on the sounds in the game, so next Iteration will be more of a polishing project than a feature builder! here's the link to the Webstart file: Cthulhu Breaker Webstart Hope ye all likes it! |
Submitted by Gridur
Thu, 03/11/2010 - 21:53
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Wow you've made a lot of
Wow you've made a lot of progress in a short while. You must have spent quite a lot of time on it!
Physics felt a lot more stable, love the sounds, the music has some charm but gets a bit annoying after a while
I'm impressed by the amount of new powerups and multiball is an old favourite.
On the TheGrid level the balls got stuck in the moving pentagrams all the time.
Keep up the good work!
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
great work!
Really starting to feel solid! I had no problems at all with the physics.
I think that the most important thing on your list now is the brick breaking "payoff" with some kind of animation and / or particles.
Keep it up!
/johno
"you can't stop the change"
Thanx for the quick response
Thanx for the quick response to the release guys!
Benny: I'm pretty hellbent for getting this title done in a pretty quick pace, seams to work
I can see the music gets a bit on peoples nerves, have been thinkin' about something more sublime for the next version, the track thats on there now is to varied in volume and pace that it might get irritating after a while.
I'm happy to say that the powerups are really easy to implement in the game, I guess I've subconsciously designed the whole codebase with them all in mind, so each powerup really has a couple of lines for them to "activate" And better than that! Theres plans for at least 15 more of em for the final release (I've got to have a deathray for once).
Next iteration will have a couple of badboys like Drunk Ball and Inverted Controlls.
I'll have to check into the Round Invulnerable problem right away, I think I know where the problem lies there right on top of me mind!
Johno: Thanx man! And Next version will really concentrate on the payoff part of the game, I'm having some wee problems with Slicks built in particle engine, being designed for Java 1.4 and I run with Java 1.6 JDK so theres some compatibility problems right there.
I don't think I'm gonna be as wild as writing a own particle engine/editor, but the thought has crossed my mind.
I'm also thinking a lot of maybe programming a random level generator, I know I did it once for a Java version of Spheroids, and it generated awesome Space Invader Like patterns as levels, was pretty cool, I still got the code for the randomizer so I'll check into that during I3
// Gridur
Quick Play! Good progress
Quick Play! Good progress man, moving bricks and all! On one of the level "Passage" i think it was my ball got stuck on the side of the moving bricks, continuously playing the "ball hit brick sound" and I had to restart the level.
Otherwise I agree with johno. some brick busting reward is next! It must feel good to crack them bricks!
Great progress!
I also got the "Passage"-ball stuck bug! One solutions could be to not allow moving indestructible bricks
I also liked the music and sound effects!
Really great progress!
Moving Indestructible's
Sweet to hear that you've enjoyed the second Iteration.
I'm workin' continuously on fixing the moving bricks problem with indestructible bricks, I really think having such bricks moving is a good game element and makes the levels a bit more interesting in the end, So I just have to nail that one one way or another hehe.
I've just tried to implement a goBack() function for the brick class, and it seams to take away most of the problems in this area, but there still is some bugs left in the collision code, I need to really nail the collisions, still there are collisions that goes through the system unhandled, and I've implemented a secondary collision handle to really get the reaction working, but I think it needs more polish really.
// Gridur
Ia ia Cthulhu fhtagn!
Hell, my fav Old One is there;)
In past I had idea, to write arkanoid with moving objects - now I see this gives fun.
Problems I've got:
1. On third lvl ball and moving pentagram got freezed.
2. Paddle movement feels - I don't know if it's good word in english - "choppy"?
"Like a crystal dream inside your mind demos come alive on machines of madness to show the way to unreal worlds"
Iä Iä!
Cthulhu will creep into all dark corners of the earth (and beyond), so a Arkanoid with him was unavoidable
I have not worked on Cthulhu Breaker for a while now, sometimes a bit of a rest can be rejuvenating for a project that you've worked on intensely over a period of time (from scratch and to this stage took me little over a month, so it was some intense development hehe).
So here's what I have in mind to fix the problems mentioned, for the brick freeze and ball getting stuck bugs I'm planing on implementing a better 2d physics alternative, I'm looking in to if Phys2d can work with me here (A java version of Box2d), If I can manage to implement that it opens up the possibility to work with more advanced shapes for bricks as well, so there's much goodies to get from such an implementation!
On the pad problem, are you using the mouse or keyboard when moving the pad? This part of the game I haven't really gotten my tentacles on yet, but I will be working on improving pad physics as well (this will go through an overhaul as well if I implement Phys2d, where the paddle will become a body in this physical simulation, so there will be quite a different setup to work with).
I thank you for playin' the game and sharing input on yer experience
"That is not dead which can eternal lie, And with strange aeons even death may die"
// Gridur
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