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Author Topic: Ultrabreaker: My Awesome Breakout Game  (Read 26072 times)
KristopherWindsor
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« Reply #45 on: January 20, 2009, 04:18:05 PM »

The level files are text files, such as this one: http://freefile.kristopherw.us/uploads/kristopherwindsor/paste/10052.txt
In that level, you will see to bricksets, because there are bomb bricks hidden under the visible bricks. Smiley
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KristopherWindsor
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« Reply #46 on: January 21, 2009, 02:05:20 AM »

After learning MySQL and fixing an uncountable number of bugs, I have finally got the recording submission / online leaderboard feature working.
The game uploads the recording to the server, and the server than replays it to verify it and calculate the score, and adds it to the database.

Here's a video showing how the feature can be used:
http://www.youtube.com/watch?v=Qk4jKSPrInc
In the video, I play a recording, upload it, authorize it (an extra but small step in the process), then see my score reflected in the leaderboard.

And here's BetaMan! from the video on the live site:
http://ultrabreaker.com/main/index.php?cat=profile&n=9
« Last Edit: January 21, 2009, 02:09:35 AM by KristopherWindsor » Logged

KristopherWindsor
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« Reply #47 on: February 22, 2009, 04:36:51 PM »

Progress has been slow since school is back. Shocked

But I've been making levels for the game, and tweaking many gameplay features.
I added a feature so if you press the fire button, it will bump all of the balls a few pixels over, which will prevent them from getting stuck in a loop.

Here's the official levels:
http://ultrabreaker.com/main/img/levels/

And here's a video of the shooter mode:
http://www.youtube.com/watch?v=iGqOAQtrijg

 Cool Cool Cool
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KristopherWindsor
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« Reply #48 on: March 28, 2009, 05:17:32 AM »

I thought I'd just be finishing up the levels for the game, but I've been adding features instead. Tongue

Quote
Mar 24 - scoring for master mode while in arcade mode fixed; both master and arcade scores in one game are calculated / returned
Mar 25 - explosions damage enemies, web page option, 10.9K
Mar 26 - launch delay for releasing multiple balls, restickdelay, gameplay quirk fixes, auto-exploding bricks / layers, 2.2K + 10.9K
Mar 27 - level editor allows layer sorting, keyboard speed option, bonuses have alphavalue for fade-in

The auto-exploding bricks in particular, which explode a certain amount of time after the level starts, offer a lot to the game:
- Bonuses can explode at the beginning, essentially letting the player start with lasers, etc.
- Invincible bricks can last for a certain amount of time, either to make the game last until they break, or to conceal enemies until the player has had a few seconds to prepare.
- If two levels ("layers") are put on top of each other, so that you can't see the buried level, the top level can explode after some time, revealing the bottom level. It sort of lets you put multiple levels in one level.
- If some bricks explode after a few seconds, the player will want to destroy as many as possible before they explode, to get more points. So it's a race against the clock, in addition to the time score bonus at the end of the level.

Here's a video of some enemies (watch in high quality!):
http://www.youtube.com/watch?v=aA6Z5sSVb_A

And another set of chaotic pictures:


Cheesy Cheesy Cheesy
« Last Edit: March 28, 2009, 05:19:32 AM by KristopherWindsor » Logged

KristopherWindsor
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« Reply #49 on: May 27, 2009, 11:42:01 PM »

Summer's here! So I redid some GFX; I planned to redo the ones that didn't match, but it seemed like a headache waiting to happen. Tongue

The bonuses are much more uniform, and the green brick with the red button in the last screenshot is the new bomb brick.
The bonus bricks are mostly transparent, as they are made to be layered over other bricks.






Also, Mysoft optimized the metal effect, I'm replacing multiput with rotozoom for up to 2x faster drawing, and I'm coding some final touches. Smiley
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KristopherWindsor
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« Reply #50 on: May 30, 2009, 06:05:09 AM »

New feature: now when the game starts, the ball's velocity is shown (before it is released from the paddle). The velocity vector oscillates back and forth, so the player can wait until the velocity angle is good (IE pointed at a certain brick), then release the ball.

This ball will go to the left when released:


Bonus shiny graphic:


Funny bugged-screenshot (1400 * 1050):
http://freefile.kristopherw.us/uploads/kristopherwindsor/ultrabreaker/oops.jpg
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KristopherWindsor
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« Reply #51 on: June 09, 2009, 04:52:15 AM »

80 levels online, each with its own screenshot and forum thread! And these weren't just thrown together either. I made roughly twice this many levels, then paired them down, polished them, sorted them to introduce the features at the right time, and split up the background images throughout the packs.
http://ultrabreaker.com/main/index.php?cat=levelpacks

Also content is up on the wiki now!
http://ultrabreaker.com/wiki/index.php?title=Features
http://ultrabreaker.com/wiki/index.php?title=Game_Navigation
If I'm missing any content there, I don't know what it is. Tongue

Awesome hi-res pic:
http://freefile.kristopherw.us/uploads/kristopherwindsor/ultrabreaker/the-end.png
« Last Edit: June 09, 2009, 04:54:09 AM by KristopherWindsor » Logged

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