Nifflas' Support Forum

Being Creative => Collaborations => Topic started by: OSad on June 08, 2009, 22:25:01

Title: New... ball project... i guess.
Post by: OSad on June 08, 2009, 22:25:01
Right... like we don't have a hundred of those already...  <_<

Ahem~. Hello everyone. (insert shabby intro here)  X)

Well, that's quite enough about me. Recently inspired by nifflas bouncing ball games, I decide to head out and make my own. However, not on level editors, because those aren't good enough. See that I say good enough in a rather shabby manner, because I don't mean it's bad, but it's not flexibe. Let's just leave it at that.

So, I set out to find the most un-complicated game making software in the (free) market. It comes without saying that yoyo's Game Maker is an obvious choice here. Not the best choice, but i don't know any coding language (yet!).  ;)

Even so, I didn't let that de-moralize me. I made the 'Catch the Clown' test thing and found the damm program to be quite fitting for my needs. Oh, yes...

In a short spam of time (that's half an hour for you geeks  :^^:), I've built a very rough, but very playable prototype. Here it is.

http://www.2shared.com/file/6189562/7083d9b2/BALLOLOLOLOLOL.html

Download newest version down below.

I've even put a little music into it. How DASHY!  XD Credit to the guys at Tales of Games, here.

Everything you see here is game maker stuff. The pac-man sprite, the sound, the background, the terrain, game-maker a go-go.  You can also see that the gameplay is very primitive. I need to find out why the ball keeps going higher after bounces; probably an error with the gravity settings. I also need to see to the problem that the ball is launched fifty feet across the stage after bouncing through a wall. I want it to bounce one centimeter, not a hundred.

I still don't have any idea of what the story should be. That can wait a little, once I start to improve gameplay.

Speaking of which, that's one of the reasons I came here. I'm looking for someone who has some experience with this program, and possibly a little coding who wants to help me out in their free time. I want to make the gameplay somewhat resembling WaDF, with little changes of myself.

Note that i'm only willing to share the development files with those who are interested. Not the interested kind of interested. The interested kind of interested. I'm also open for new gameplay ideas, but story right now is a no-no.

So, anybody volunteers? We have pizza and cola!  :crazy:


Edit: We decided to work on WaDF 2. Here's the rules if you want to apply.

Quote from: PickYerPoison
'nother update! WaDF 2 is now on IRC! If you're planning on helping out, please meet up with us. If you have a standalone IRC client (like mIRC), type in "/server irc.esper.net" followed by "/join #WaDF2". If you're using niffchat, just type "/join #WaDF2".

Me and OSad have discussed applying, and here's what we came up with:

NOTE: The only people who will need GM Pro (or Game Maker at all, for that matter) are any programmers. Having at least the Lite version and knowing the basics is a plus, though.

Tileset, background, and music designers:
Just put something up that you think might fit, and me and OSad will judge it. We may from time to time also request a tileset, background, or piece of music that fits a specific style.

Level designers:
First and foremost: if you have an idea for a level, make sure it has a purpose, usually getting you a new ball skin. We don't want pointless levels that serve no purpose.

Also, vague ideas for levels are a big no-no. We don't want ideas; we want levels. Make at least a general map of the level, for example a black and white image file where each black pixel represents a solid wall. It will also help you to know that there are 25 rows and 20 columns of tiles in each room. Then, if/when we approve your map, you can go ahead and make a more detailed version. This is where it could come in handy to have Game Maker and a basic knowledge of it, because then you could put your level into it directly, which makes things easier for everyone.

Programmer(s):
YOU MUST HAVE GAME MAKER PRO 7 OR HIGHER TO BE A PROGRAMMER

In addition to being able to code the equivalent of every drag and drop button's function, you will also need be able to easily work with the following things:

    * Views
    * Activating/deactivating instances
    * Loading resources from a file
    * All types of variables, including strings
    * Reading and writing from text files
    * Essentially all of the existing commands (except for 3D and multiplayer)

I will hopefully be making a test for would-be programmers to take, but you may apply before I publish it.


Ze team:

Vice cheif, programmer: Pick Yer Poison

Music Designers:
Razzorman

Level Designers:

Programmers:

Tileset, Background Designers:


Please note that we can have multiple people in one section. For example, if you want to volunteer for programing, but someone is already in that section, feel free to volunteer anyway. The more people we have, the faster we work.  C)


Title: Re: New... ball project... i guess.
Post by: Pumpkinbot on June 08, 2009, 22:45:54
Screenshots, please? :awsum:
Title: Re: New... ball project... i guess.
Post by: OSad on June 08, 2009, 22:47:30
Screenshots? Eww. The real deal is much better.
Title: Re: New... ball project... i guess.
Post by: Evil on June 09, 2009, 01:32:52
...how do I download from the 2shared site?
Title: Re: New... ball project... i guess.
Post by: Bored2death on June 09, 2009, 01:39:19
Go to the download part, find where it says "downloaded x times", look for save file to your pc. It's the little blue text above the continue button.
Title: Re: New... ball project... i guess.
Post by: Evil on June 09, 2009, 01:42:30
Go to the download part, find where it says "downloaded x times", look for save file to your pc. It's the little blue text above the continue button.

thankyou, you have talent for spotting things
Title: Re: New... ball project... i guess.
Post by: Bored2death on June 09, 2009, 01:43:31
Or... just a lot of patience... by the way, the game is really confusing when you start playing it.
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 01:44:00
Nevermind that version. I present you the latest one.

http://www.2shared.com/file/6192504/25db75b0/BALLOLOLOLOLOL_v02.html

I've added a couple of blips you can eat to make it more amusing to play. I've also added sprite changes (pac-man's face turns left and right) so this should not be a problem in the future.

Or... just a lot of patience... by the way, the game is really confusing when you start playing it.

The game's not supposed to be like that. It's just a testbed i'm using to polish gameplay.

Still no volunteers. Oh well.
Title: Re: New... ball project... i guess.
Post by: Bored2death on June 09, 2009, 01:45:13
Right after I downloaded the old version XD

Now, it won't let me download the new version...
Title: Re: New... ball project... i guess.
Post by: TechnoGeek on June 09, 2009, 02:32:48
could you upload it on mediafire? it's near impossible with 2shared to download :sigh:
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 02:57:38
could you upload it on mediafire? it's near impossible with 2shared to download :sigh:

http://www.mediafire.com/?sharekey=7d61b0ae157027db5e2bd628a2cb8cfde04e75f6e8ebb871

Mediaroll'd
Title: Re: New... ball project... i guess.
Post by: Pumpkinbot on June 09, 2009, 04:23:58
Screenshots? Eww. The real deal is much better.
...No, screenshots are to make people want to play it. Screenshots are waht make people want to play. Would you play a video game that didn't have screenshots on the box (or anywhere else)?
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 09, 2009, 05:13:00
I know GML (Game Maker Language, for coding) quite well. I'd help, but I want a clarification of "interested." I don't know if I'm really a dependable kind of guy for an ongoing coop project; I tend to work alone on my games.
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 18:01:57
I know GML (Game Maker Language, for coding) quite well. I'd help, but I want a clarification of "interested." I don't know if I'm really a dependable kind of guy for an ongoing coop project; I tend to work alone on my games.

I won't throw all the work on you. In fact, i just want you to help me every now and then, and you can quit anytime you like. I don't like being dependable either.  :)

So, if you don't like it, you just wasted a few minutes of your time, and not precious days or money!
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 09, 2009, 18:44:14
I won't throw all the work on you. In fact, i just want you to help me every now and then, and you can quit anytime you like. I don't like being dependable either.  :)

So, if you don't like it, you just wasted a few minutes of your time, and not precious days or money!
Oh, then certainly. I'd be glad to help with coding and such! C)
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 09, 2009, 18:48:28
I'm quite advanced at GML too, and I'm also good at finding GM's hidden power. 8) If you need any help, you can ask me too.

Quote
I need to find out why the ball keeps going higher after bounces; probably an error with the gravity settings.
Do you have the friction set to anything smaller than 0? If you set it to, say, -0.1, then it means that -0.1 is subtracted from the speed every step, making the ball speed up instead of slow down.

The moving engine seems pretty messed up. What actions/functions and events did you use for left and right movement?

There is no transparency for the dot sprite. Is this intentional?

Does your game use a simple BBP engine (http://yuvsstuff.net/BouncingBallPhysics.gmk)?

 :D

I'm very interested, or very interested, in helping you with your game. I also have a game in development now, though, so I won't always have time.
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 19:00:04
Woo, two interested ones! High five, now. o/

Anyway, let me tell you about some of the problems i'm having.

I haven't implemented friction because i thought setting the ball to bounce against the wall would work out alright. Later, i added the create event with the gravity set to 5, so the ball would go down instead of bouncing everywere. I didn't figured out WHY it just kept going up afterwards. If it goes too fast, it'll enter the speed of light and actually exit the stage entirely.

The dots are just little time killers to test out the movement. The left and right movements have left and right sprites each, thanks to the change sprite function. Other than that, they have the go left and go right functions with the press of the corresponding keys, and a 'no movement' function when you release them. Another problem is that if the ball is bouncing really high, and i release the movement key when it's close to the ground, it'll just stall there and reset the bouncing to that height. It's weird.

Also, this is irrelevant, but the dots have a create event with the set score function to relative 10. However, when they're 'created' again after catched, they don't update your score any further. It just stays at 20.

But yeah, the game will use the engine you suggested. Who should i credit for the work?
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 09, 2009, 19:25:43
Quote
Later, i added the create event with the gravity set to 5
I think you should weaken it a bit... I never set my gravity to anything stronger than 1.

Quote
they have the go left and go right functions with the press of the corresponding keys, and a 'no movement' function when you release them.
Did you use the Move Fixed action? If yes, BAD.
The correct way: Make a Keyboard <Left> (NOT Key Press, just Keyboard) event and add the following code:
Code: [Select]
hspeed -= 0.5Then make a Keyboard <Right> event. Again, Keyboard, NOT Key Press. Add the following code into it:
Code: [Select]
hspeed += 0.5
Then, in the Step event, add friction.

I usually hate using actions. I find coding much more convenient.

Quote
Who should i credit for the work?
All the people who helped you.
In the credits screens I make, I credit the programmers, the artists (graphics and music), the people who gave me ideas, and sometimes other stuff.

Anyway, in my opinion, the Move Fixed action pretty much sucks and should not be used.
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 19:33:53
So i've implemented the engine, and the result is a slugfest. The game moves at, let me take a shot here, 10 frames per second?

It's identical to the engine you passed me, with the exeption of a true slowdown. Removing sprites and such has no effect on it.
Title: Re: New... ball project... i guess.
Post by: LPChip on June 09, 2009, 19:40:50
Must be something in the engine itself. You might need to change the order of the actions or something else. I'm not really a programmer for MMF, but slowdowns usually mean bad programming.
Title: Re: New... ball project... i guess.
Post by: OSad on June 09, 2009, 19:53:58
Must be something in the engine itself. You might need to change the order of the actions or something else. I'm not really a programmer for MMF, but slowdowns usually mean bad programming.

The actions are organized automatically by GM  :/ . There's not even a whole lot of them, anyway.

Here's the latest version.

http://www.mediafire.com/?sharekey=7d61b0ae157027db5e2bd628a2cb8cfde04e75f6e8ebb871

As you can see, it's slow. Really slow. Removing sprites/background/objects/actions doesn't affects speed. The engine works nicely, though. I also managed to fix the score. Have fun picking those dots!


Edit: Turns out, it was just the gravity doing it's thing. And since it was set too low, it behaved like a low gravity zone.

Download this version instead.

http://www.mediafire.com/?sharekey=7d61b0ae157027db5e2bd628a2cb8cfde04e75f6e8ebb871

It still has a couple of problems, the most noticeable one being in the lack of control after the ball starts bouncing around like crazy. It's still being sent flying after hitting a wall or a corner. It's not very convenient, 'nuff said.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 10, 2009, 04:58:38
I think I've figured out why the ball goes nuts when it hits a corner. Let me guess, you have the wall sprites set to precise collision checking? If you do, that could be it. Those wall sprites have one pixel missing in each corner, and that might at least be contributing to the problem, if precise collision checking is on.

Also, when the ball hits a wall (in the event), do you just have the bouncing action, or is there something else there too?
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 10, 2009, 15:08:51
Quote
when the ball hits a wall (in the event), do you just have the bouncing action, or is there something else there too?
Just the bouncing action. Why is anything else needed?

Quote
it was just the gravity doing it's thing
In the engine I posted, the room speed was set to 60 instead of 30, because I wanted to make it go smoothly. To prevent it from going too fast, I had to divide all movement speeds by two.
Title: Re: New... ball project... i guess.
Post by: OSad on June 10, 2009, 18:10:46
Right, before i add the next version, i need to know how to implement a standard jump function to the game. Like in WaDF, you hold down the jump key, the ball goes higher with each bounce. You let it go, it starts to slowly go down with each bounce.

Any ideas?
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 10, 2009, 19:31:38
Quote
when the ball hits a wall (in the event), do you just have the bouncing action, or is there something else there too?
Just the bouncing action. Why is anything else needed?
I just wanted to make sure there wasn't anything else that could possibly be doing anything. You never know! :/

Right, before i add the next version, i need to know how to implement a standard jump function to the game. Like in WaDF, you hold down the jump key, the ball goes higher with each bounce. You let it go, it starts to slowly go down with each bounce.

Well, I'd suggest that you start off with a variable that has the maximum "up" movement speed that you want. Then, whenever the player holds 'S' (I'm just using the WaDF controls to make it easier to understand; obviously, you don't need to use those), then have the speed increase by a set amount as long as long as it is smaller than that variable (if it's not, do nothing, so that he can bounce from high places correctly :P). Then, upon collision with the ground, if the player is not holding 'S', lower the speed he goes up at by the same amount until it is the normal bouncing speed (as in, what happens when he first starts out). If the speed ends up lower than that for some reason, just do the same thing but set it to that speed. Do the opposite if the player holds 'A'; just make his speed drop by that same amount as long as it is greater than the minimum jump speed. Also, you probably will want to make a reference variable that records what his speed is each time he bounces. That would make things a lot easier  ;)
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 10, 2009, 19:46:43
Nice way of doing it, pick yer poison. I am making a WaDF fangame, but I couldn't find a way to make the ball jump higher and higher, so I made it that when you press S the gravity switches from down to up and vice versa XD
Title: Re: New... ball project... i guess.
Post by: OSad on June 10, 2009, 21:16:43
Well, i'm going on a trip tomorrow, and it'll probably extend itself to monday, so i won't be able to make anything new here. Not to mention i haven't actually learned to use a variable. It's complicated stuff. Sorry.

Still, i leave the development files with both youffle214 and pick yer poison, if they wish to make any changes whatsoever to it. Have fun toying with it.  :^^:

Title: Re: New... ball project... i guess.
Post by: vdweller on June 10, 2009, 23:47:57
In order to make a decent game in Game Maker (and every other Program/language, for that matter), one must heavily rely on scripting.

Maybe if you gather more experience in Game Maker, you will persuade people to work along with you. The Game Maker community is also a good place to learn stuff.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 10, 2009, 23:48:41
Messed around a bit with the BBP file. I think I've got something now!

Download here. (http://www.box.net/shared/i86ikf92tr)
Title: Re: New... ball project... i guess.
Post by: OSad on June 11, 2009, 04:19:12
Change of plans. The trip is cancelled. Work will continue as in everyday.

Maybe if you gather more experience in Game Maker, you will persuade people to work along with you. The Game Maker community is also a good place to learn stuff.

I've thought about going to the game maker community several times now. But i thought it was best to ask for help from the nifflas community itself, so the game wouldn't suffer any... and let me put it like this: "Outside influence"... from other game makers. So, in order to make a ballistic experience, i need ballistic experts. Not monkeys.

Messed around a bit with the BBP file. I think I've got something now!

Download here. (http://www.box.net/shared/i86ikf92tr)

Well, that's just the ball engine that has been implemented.

Wrong file?  :shifty:
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 11, 2009, 05:07:57
Well, that's just the ball engine that has been implemented.

Wrong file?  :shifty:
Try holding S or A. ;)
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on June 11, 2009, 07:37:11
I don't know much about game maker, but you might want to test in a different way or slow down pac-man, 'cause he tends to fly out at high speeds.
Title: Re: New... ball project... i guess.
Post by: vdweller on June 11, 2009, 15:18:07
There's a GM .dll extension called GMPhysics which adds 2d physics engine capabilities in Game Maker. I once made a bouncing ball demo with this in Game Maker and worked quite well. In fact, you could do something similar to Night Game with this  :)
Title: Re: New... ball project... i guess.
Post by: OSad on June 11, 2009, 15:35:18
There's a GM .dll extension called GMPhysics which adds 2d physics engine capabilities in Game Maker. I once made a bouncing ball demo with this in Game Maker and worked quite well. In fact, you could do something similar to Night Game with this  :)

Physics, huh? Like in night game, where you can push stuff around and add wheels to things and they go WHEEEE? Sounds like an interesting idea.

Well, that's just the ball engine that has been implemented.

Wrong file?  :shifty:
Try holding S or A. ;)

That's great! May i steal borrow it?  8D
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 11, 2009, 19:14:31
That's great! May i steal borrow it?  8D
Sure! Knock yourself out! Uploading the .gmk now. I'll upload 2 versions, since I used Pro effects to make the ball "squash" when it hits the ground. (and I don't know if you have Pro :/)

I'm keeping all the stuff I do that's related to the WaDF Engine (I'll just call it that for now) in this Box.net folder here. (http://www.box.net/shared/jryjrmpjmh)

P.S.: I happen to have the GMPhysics 4 extension at my disposal as well! ;) (The .dll is basically the same, but this one's easier to use in my opinion.) I haven't used it much, but I can learn as needed.
Title: Re: New... ball project... i guess.
Post by: OSad on June 11, 2009, 20:05:36
I'm at an impasse of using the GMphysics or not. I checked the demos, and GM struggles to draw all of the objects and keep a reasonable frame rate altogether.

It might be a good touch to give the game a more professional, modern feeling, but unless we keep it to a reasonable amount (a.k.a 2-3 objects per room), it's a no-go. I hate 2D games that struggle to keep with latest generation PC's.


Title: Re: New... ball project... i guess.
Post by: youffle214 on June 11, 2009, 20:21:50
I have used GM Physics before, it's quite awesome but a bit limited... Also, I don't think it's even completely finished.
Title: Re: New... ball project... i guess.
Post by: OSad on June 11, 2009, 21:10:47
New version.

http://www.mediafire.com/?sharekey=7d61b0ae157027db5e2bd628a2cb8cfde04e75f6e8ebb871

As you can play, our friend pacman didn't made it. In fact, the whole thing's re-skinned. That's because i couldn't sucessfully implement the physics engine Pick yer Poison gave me into the previous releases. So i decided to re-build the current releases on top of this one.

The whole thing is essencially the same, but i re-packed the single room into THREE new ones, so you can test the cool new S and A controls.

Speaking of rooms, new problems surge. I wasn't able to find a function that transates our blue friend between rooms dynamically (even though i have a feeling it's right in my godd :oops: face), so i had to make an outside room event with a go to next room function. There's a couple of issues with that, the biggest one being the gravity. It magically resets to 1 or something, because the ball starts to move slowly, like in previous releases. Another problem is that the ball is being 'created' again in the next room, resulting in the music starting again.

Still, it's all an advance, considering the previous releases. Actually, if someone wants to implement the physics engine on the game, tell me NOW, and i'll pass the development files. I have no idea on how to make it happen. Remember, keep it simple!

Apart from that, download, play, discuss and tell me what i did wrong.

Title: Re: New... ball project... i guess.
Post by: youffle214 on June 11, 2009, 21:45:03
I just made a new WaDF engine, it's just as accurate as pick yer poison's one, but the red and white masks look better, and it works with GM Lite. http://yuvsstuff.net/BouncingBallPhysics.gmk
If you want to, you can add it into your game.
Title: Re: New... ball project... i guess.
Post by: OSad on June 11, 2009, 21:51:04
If only you've shown up a little sooner  :/...  I've upgraded to pro this morning.
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 11, 2009, 21:53:16
Anyway, the red and white masks are still improved and the squashing is more noticeable. :P2
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 11, 2009, 23:12:50
Phew...I leave for a few hours and stuff starts happening again! O_o

Anyway...hmm, about the Lite version youffle213 put up...seems to work quite nicely. And I do admit, the squashing IS more noticable and the masks fit better. But I just have to say this, because if this project starts getting as big as I think it might, organization will be key, and mine seems to be a lot more, well, organized. Not that it's bad! But if we all have Pro, we might just be better off starting with a concise version. :/ Regardless, it's up to what OSad chooses.

Oh yeah, and OSad:
Speaking of rooms, new problems surge. I wasn't able to find a function that transates our blue friend between rooms dynamically (even though i have a feeling it's right in my godd :oops: face), so i had to make an outside room event with a go to next room function. There's a couple of issues with that, the biggest one being the gravity. It magically resets to 1 or something, because the ball starts to move slowly, like in previous releases. Another problem is that the ball is being 'created' again in the next room, resulting in the music starting again.


Woohoo! I though of the perfect solution for that a week or two ago! Here comes the .gmk and the .exe, found in the appropriate folders here. (http://www.box.net/signup/collablink/d_28632240/394b64bf50bed) (I'm using my engine because I have it on hand)

Press F1 for an explanation of the "multiple" room system!
Title: Re: New... ball project... i guess.
Post by: OSad on June 12, 2009, 16:12:55
Pick yer poison, that's was a great little trick, the camera one, i mean.

However, i fail to understand how you did it, and if it brings side effects, such as the reduced window. I don't want the game running on a cellphone visor.

Also, i have pro, but what do you mean, 'concise version'? What is the meaning of love?

Many questions remain un-awnsered...  :huh:
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 12, 2009, 17:57:08
Pick yer poison, that's was a great little trick, the camera one, i mean.

However, i fail to understand how you did it, and if it brings side effects, such as the reduced window. I don't want the game running on a cellphone visor.

Also, i have pro, but what do you mean, 'concise version'? What is the meaning of love?

Many questions remain un-awnsered...  :huh:
Sorry, I'll explain:
Basically, all four areas are the same room. We have one view, which I made small because this was just a demo. It can be any size we want when we implement it (and it can differ from area to area). The view, in this case, is 1/4 of the enter room size. Now, in the End Step event, the ball activates every instance, then deactivates every instance not within the view (minus itself). But before that, it checks whether it is outside the view, and if so, which side it left from. Then it moves the view either left, right, up or down by a fixed amount. If the view moves left or right, this amount is its width. If it moves up or down, the amount is its height. So now we're viewing the ball in the new "room."

As for "concise," it means short. My version of the movement and "squashing" code was shorter (but worked only in Pro), whereas youffle213's version was a bit longer but worked in Lite. So I was thinking that we might want to start off with a more concise version if we all had Pro, but it was up to you to decide. I'll go along with whatever you choose.

Hope that helped! :)
Title: Re: New... ball project... i guess.
Post by: OSad on June 12, 2009, 18:19:02
So you basically increased the size of the room, sort of turning it into a big 'stage', and made the camera focus on separate sections of this stage to give the impression that you're actually moving from room to room, but you're actually just moving on the stage?

If it's just a big level, i need to know how to increase the size of the room. That tiny level square in game maker is nothing like the level editor from knytt stories, which just went FOREVUUUUUR in all directions. Imagine the possibilities!  :crazy:

Also, a version in pro or lite doesn't really matters. After all, i'm not THAT good at game maker. Most of the work has been done by you guys!  C) Which makes me feel like a theif. (Don't worry, you're on top of the crediting list  8) )

So, yeah. I'm totally hyped for a project that i don't even know how to build! Call me Hideo Kojima the second, willya. But i totally want to do this.

Still, i have pro right now, but i can always switch back to lite. Only reason i have pro right now it's because coding language is apparently easier and the current version uses it for controls.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 12, 2009, 19:06:26
So you basically increased the size of the room, sort of turning it into a big 'stage', and made the camera focus on separate sections of this stage to give the impression that you're actually moving from room to room, but you're actually just moving on the stage?

If it's just a big level, i need to know how to increase the size of the room. That tiny level square in game maker is nothing like the level editor from knytt stories, which just went FOREVUUUUUR in all directions. Imagine the possibilities!  :crazy:
You've got it! :^^: Also, it deactivates objects outside the current screen, so that e.g. enemies on another screen won't chase/shoot at you. As for changing the room size, there are two factors. First, there's the actual size of the room itself, which you just change in the "Settings" tab of the room editor. Then there's the screen size (which is currently 320x320 or something). You can change that by changing the width and height view 0 in the "Views" tab of the room editor. For best results, try to make sure that the room width can be divided equally by the view width and the room height can be equally divided by the view height.

Still, i have pro right now, but i can always switch back to lite. Only reason i have pro right now it's because coding language is apparently easier and the current version uses it for controls.
Then I guess if youffle213 has Pro as well, we may want to go with the Pro version. If not, then the multiple areas can be implemented in Lite as well.

Actually, scratch that. I think that we probably want to go with Pro for sure, or else particle effects will be difficult to impossible, since without Pro you'd have to use actual object instances for each particles (meaning major slowdowns). :/

Oh, and my version doesn't use it for controls, it uses it for the "squash effect." Sorry about the confusion! :P
Title: Re: New... ball project... i guess.
Post by: OSad on June 12, 2009, 21:23:07
I seem to be able to increase the room size, but i can't see to fix the camera on one position.

Help!  :shocked:
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 12, 2009, 21:56:12
I seem to be able to increase the room size, but i can't see to fix the camera on one position.

Help!  :shocked:
Do you mean the camera jerks all over the place? Or is it just not moving with the player? :huh:
Title: Re: New... ball project... i guess.
Post by: OSad on June 12, 2009, 22:28:12
It's not staying fixed in one small area, as in your demo.  It's showing off all of the room at once.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 12, 2009, 22:58:22
OK...lessee...in the "Views" tab of the room editor, did you enable view 0? Also, make sure that the width and height of view 0 aren't the same dimensions as the room itself, since that's always the default.
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 12, 2009, 23:08:01
Quote
Then I guess if youffle213 has Pro as well, we may want to go with the Pro version.
youffle214 has had Pro for over 2 years. 8)
I created my version because it contains some more aesthetical improvements, not because it works with Lite.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 12, 2009, 23:40:15
Quote
Then I guess if youffle213 has Pro as well, we may want to go with the Pro version.
youffle214 has had Pro for over 2 years. 8)
I created my version because it contains some more aesthetical improvements, not because it works with Lite.
Oops...sorry about that. :oops: Well, that settles the whole "need for Lite issue"...now I guess we just work with whichever proves more versatile.
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 12, 2009, 23:53:37
Also, @OSad:
If you use any of our (mine and pick yer poison's) WaDF engines, don't forget to credit both of us regardless of which one you chose.
Reasons:
On mine, I directly used pick yer poison's smart programming of S and A.
On pick yer poison's one, I programmed the base of the BBP engine.

Quote
Oops...sorry about that. :oops:
It's 'k 8D

Quote
now I guess we just work with whichever proves more versatile.
???
I don't think there are really any versatility differences... we both used the same BBP engine, and the same S/A mechanism. The only thing that's different is the appearance and the compatibility with Lite (but the latter doesn't matter at the moment, since we all have Pro).

EDIT: *slaps head* And, of course, another difference is that the programming is different, but that's something that only we three get to see. :P
Title: Re: New... ball project... i guess.
Post by: OSad on June 13, 2009, 00:44:41
About crediting, don't worry. You two are on top of the list. I still need people to do some level design. The gameplay is pretty much finished if we're not adding anything else *coughphysicscough*.

In my opinion, Pro is the way to go if you two keep fabricating the code. Remember! I can't use code language! Only the basic tools from game maker!

If all goes well, the next version might have some considerable advances. Also, i still haven't fixed the gravity issues! I'll upload the development files and share with you both.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 13, 2009, 01:41:39
Also, i still haven't fixed the gravity issues! I'll upload the development files and share with you both.
Wait, we still have gravity issues? Didn't we already fix those? :huh:
Title: Re: New... ball project... i guess.
Post by: OSad on June 13, 2009, 02:22:42
If you play the latest version and go out of the first room, you'll understand.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 13, 2009, 03:28:31
If you play the latest version and go out of the first room, you'll understand.
Oh, right! Sorry, I was thinking of my version with views (which is apparently still a bit buggy, as you have shown :/).
Title: Re: New... ball project... i guess.
Post by: youffle214 on June 13, 2009, 08:35:32
You have the first room at 60 fps, while the others are at 30 fps. Problem solved. :D
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 15, 2009, 11:21:29
Hey OSad, can I take a look at the file you were testing my views idea on? For making multiple areas within a single room? I want to see if I can figure out what's going wrong.
Title: Re: New... ball project... i guess.
Post by: OSad on June 15, 2009, 17:28:12
Hey OSad, can I take a look at the file you were testing my views idea on? For making multiple areas within a single room? I want to see if I can figure out what's going wrong.

The files are on ice cream (limo) until tomorrow. (i need to study for an important test today!)
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 15, 2009, 18:59:54
The files are on ice cream (limo) until tomorrow. (i need to study for an important test today!)
Oh, OK. That's fine. Good luck on your test! :)
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 30, 2009, 06:41:11
Wow...no progress in quite a while. :/ Time for me to make some! (http://www.box.net/shared/zmiytlyh95) C)p Introducing v1.2 of the WaDF Engine!

Changes:
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on June 30, 2009, 07:10:12
That's a wierd glitch. It got stuck.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on June 30, 2009, 17:35:17
That's a wierd glitch. It got stuck.
That is a weird glitch. I couldn't recreate it, though. Could you tell me exactly how it happened?
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on June 30, 2009, 20:41:35
Let me think.. I bounced off the right wall, then the left, then froze when I was about to hit the ground.
Title: Re: New... ball project... i guess.
Post by: youffle214 on July 03, 2009, 10:53:34
  • Ball will now only increase its speed if you're holding S/Left Shift and it hits a wall below it
What? :huh:
Doesn't it contradict the WaDF physics? :/

EDIT: Also, I think the friction is too low.
EDIT2: The masks are still misplaced and still disappear when the ball gets squished. :/
Title: Re: New... ball project... i guess.
Post by: The stickman on July 03, 2009, 18:02:13
The ball moves slower than Yoga Ball! SUPER Yoga Ball! :nuts:

Also, the squishing and getting stuck glitch got me too, only on the ledge below. Maybe it has something to do with corners?
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on July 03, 2009, 18:41:38
It definitely has to do with corners, but hitting one straight on, as with glass ball glitch doesn't seem to work.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on July 06, 2009, 06:45:58
Sorry for being nonresponsive! I was in Indianapolis for a few days. Time for a wall of text! :crazy:

Only speeding up when you bounce on the ground does not violate the WaDF physics. Try running into a wall while holding S, and you'll gain no speed (I tested to make sure). You only speed up if you hit the ground while holding S/Left Shift. You lose speed while holding A/Left Control either way, though.

As for the red and white ball masks, well, I've got them working now. I had to leave the head of a dead hedgehog ball in the bed of the red mask, but I've got them working now.

As for the gravity, I've made an interesting discovery. The only balls in WaDF that actually have gravity are the glass ball :a5: and the iron ball :a3:. All the others just have pseudo-gravity, where they just sort of float down at a constant speed. So the question here is, do we cut out the gravity, or just keep going with it?

I don't know how that glitch keeps happening, but it does seem to have something to do with the corners. Also, I have discovered that you can get out of it by pressing A/Left Control.
Title: Re: New... ball project... i guess.
Post by: youffle214 on July 06, 2009, 15:36:50
Can you show me what you've made so far?

I say you should keep the gravity.

EDIT: As for the squishing/getting stuck glitch, just insert a sprite in the shape of the ball, and assign it to the ball object as a mask.
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on July 06, 2009, 15:37:07
As for the gravity, I've made an interesting discovery. The only balls in WaDF that actually have gravity are the glass ball :a5: and the iron ball :a3:.
Iron ball is so heavy because of that constant gravity. Glass ball isn't supposed to be able to go that fast without breaking.
All the others just have pseudo-gravity, where they just sort of float down at a constant speed. So the question here is, do we cut out the gravity, or just keep going with it?
It's called terminal velocity.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on July 06, 2009, 22:22:45
Can you show me what you've made so far?

I say you should keep the gravity.

EDIT: As for the squishing/getting stuck glitch, just insert a sprite in the shape of the ball, and assign it to the ball object as a mask.
OK, gravity's staying in then. As for what I have so far, here it is. (http://www.box.net/shared/pcy151q0c8) It's still a WIP, though. I know for a fact that there are still glitches, like some weird collisions with ceilings that are driving me insane. >( Oh, and I've fixed the squashing/getting stuck glitch. At least, it hasn't showed up again, so I think I've fixed it.

As for the gravity, I've made an interesting discovery. The only balls in WaDF that actually have gravity are the glass ball :a5: and the iron ball :a3:.
Iron ball is so heavy because of that constant gravity. Glass ball isn't supposed to be able to go that fast without breaking.
All the others just have pseudo-gravity, where they just sort of float down at a constant speed. So the question here is, do we cut out the gravity, or just keep going with it?
It's called terminal velocity.
I wasn't complaining about the physics of WaDF, just to clear up any confusion. I was just mentioning something that would impact this project. ;)
Title: Re: New... ball project... i guess.
Post by: youffle214 on July 08, 2009, 21:08:30
That's pretty amazing. Kinda like WaDF recreated with GM7...

...except for some weird collisions with ceilings that are driving you insane. >(

 :P

Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on July 08, 2009, 21:29:27
Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.
Actually, yes it should. In WaDF, S/Left Shift speeds up (and adds a white mask), and A/Left Control slows down (and adds a red mask). Unless I misinterpreted that, in which case feel free to correct me. :P
Title: Re: New... ball project... i guess.
Post by: youffle214 on July 09, 2009, 13:27:41
Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.
Spoiler: Big picture ahead!!! (click to show/hide)
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on July 09, 2009, 19:15:05
Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.
Spoiler: Big picture ahead!!! (click to show/hide)
(http://www.freeimagehosting.net/uploads/9b0990e46c.gif)
Fixing.
Title: Re: New... ball project... i guess.
Post by: vdweller on July 30, 2009, 11:52:38
There is a physics library for Game maker 7 called Game Maker Physics 4. It's fairly easy, mostly bug-free (at least for the purpose you want it) and you can perfectly simulate a bouncing ball, even better than the WADF ball if you ask me. The best part is that if you work with forces etc. you don't have to calculate weird trajectories, movement equations and stuff. Plus, it behaves normally on occasions like eg when the ball hits a corner. Last but not least, you can do some neat "Night game" physics stuff, like the ball toppling over boxes, moving windmills etc.

Anyway if you want to save yourselves from the pain of rediscovering the laws which govern the ball movement, do get this one.

http://host-a.net/coderchris/GMPhysics V4.zip (http://host-a.net/coderchris/GMPhysics V4.zip)
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on July 30, 2009, 19:34:59
The thing about GM Physics is that it's for games that rely heavily on physics. WaDF is not very physics heavy; there are no situations where you need to gain momentum in order to knock a box onto a switch, or topple a wavering tower to get by. Implementing more than basic physics would make some tasks impossible. :/

As for this project, I just sort of...lost interest. I have the entire source code on hand if anyone wants to continue this (and would be happy to answer questions about it). Sorry! My biggest flaw in regards to game development is the difficulty I have with staying motivated. :moody:
Title: Re: New... ball project... i guess.
Post by: OSad on August 09, 2009, 02:20:51
Damn, pick yer poison. Curse you for keeping this going in my vanishment.  :^^:

Anyway, I had some problems to deal with. But it's all sorted out now. Can I check what you've made so far?
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 09, 2009, 03:14:03
Sure thing! I'll PM you the source. I'll still be here for support, but at the moment, I just can't seem to work on it anymore.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 09, 2009, 23:15:25
Bawmp. Have fun testing, people. 8)

http://www.box.net/shared/jlp4cjj0ab (http://www.box.net/shared/jlp4cjj0ab)

Make sure you extract ALL the files and folders, or you will get a fatal error as the game tries to load nonexistant music.
Title: Re: New... ball project... i guess.
Post by: Bass on August 11, 2009, 18:46:27
This is made in game maker? I might be able to help.

I've gotten to be very good with game maker.
Title: Re: New... ball project... i guess.
Post by: OSad on August 11, 2009, 20:50:34
You're welcome to jump on board! Right now, we decided to work on WaDF 2, then, if it works out, we'll steal Night Game from the wii and make a port called Afternoon Game to avoid copyright screw-ups.

I'm just finishing the training level. It'll be sent to Pick Yer Poison. Drop by on IRC if you're interested on helping!
Title: Re: New... ball project... i guess.
Post by: Dandelion on August 12, 2009, 00:36:32
You're welcome to jump on board! Right now, we decided to work on WaDF 2, then, if it works out, we'll steal Night Game from the wii and make a port called Afternoon Game to avoid copyright screw-ups.

I think that would still get you a lawsuit. :P2
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 12, 2009, 21:54:57
'nother update! WaDF 2 is now on IRC! If you're planning on helping out, please meet up with us. If you have a standalone IRC client (like mIRC), type in "/server irc.esper.net" followed by "/join #WaDF2". If you're using niffchat, just type "/join #WaDF2".

Me and OSad have discussed applying, and here's what we came up with:

NOTE: The only people who will need GM Pro (or Game Maker at all, for that matter) are any programmers. Having at least the Lite version and knowing the basics is a plus, though.

Tileset, background, and music designers:
Spoiler: (click to show/hide)
Level designers:
Spoiler: (click to show/hide)
Programmer(s):
Spoiler: (click to show/hide)
Title: Re: New... ball project... i guess.
Post by: Purple Pineapple on August 13, 2009, 09:12:22
I could submit level design ideas, but I don't have game maker 7 or higher, so I couldn't put it in the game.
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 13, 2009, 15:45:53
I could submit level design ideas, but I don't have game maker 7 or higher, so I couldn't put it in the game.
That is quite alright. It's just a plus to have it, not a requirement. You only really need it if you want to program. But if you want to help, you should join us on IRC; it'll make things a lot easer on everyone. If you have mIRC, then just go to irc://irc.esper.net/WaDF2 (http://irc://irc.esper.net/WaDF2). If you don't, either download it (free!) or open up #niffchat, then type in /join #WaDF2.
Title: Re: New... ball project... i guess.
Post by: AClockworkLemon on August 18, 2009, 09:40:35
Back tracking a bit, I kinda liked the red mask extending tonto the black, i rekon it looked kool!

also, how big do the Tilesets have to be and what is the size of the tiles, Im iteerested in making some tilesets for you. As yet my computer dosn't like #IRC, so could someone PM me the details?
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 18, 2009, 23:07:05
Back tracking a bit, I kinda liked the red mask extending tonto the black, i rekon it looked kool!

also, how big do the Tilesets have to be and what is the size of the tiles, Im iteerested in making some tilesets for you. As yet my computer dosn't like #IRC, so could someone PM me the details?
Graphical designers are welcome! As are level and music designers, as well as programmers. If your computer doesn't work with mIRC, another option would be Miranda IM (http://www.miranda-im.org/). And don't forget that the channel can be accessed through Niffchat as well! If you've tried the above and it still doesn't work, please do PM me and I'll give you all the details you need. IRC is just a lot easier.
Title: Re: New... ball project... i guess.
Post by: youffle214 on August 20, 2009, 00:12:46
I can be a programmer. I know almost all of the existing commands.

Also, I haz Game Maker 7 Pro, and I know a lot of secrets that most people on this board have never discovered because they didn't put more than 30 seconds into trying to work with it X)

I, on the other hand, made my first game prototype thing in 30 seconds :crazy:

...and with this and five more projects on my head, I will shut up and go to bed now. <_<

[My five other projects:
]
Title: Re: New... ball project... i guess.
Post by: Pick Yer Poison on August 20, 2009, 02:11:01
I can be a programmer. I know almost all of the existing commands.

Also, I haz Game Maker 7 Pro, and I know a lot of secrets that most people on this board have never discovered because they didn't put more than 30 seconds into trying to work with it X)

I, on the other hand, made my first game prototype thing in 30 seconds :crazy:

...and with this and five more projects on my head, I will shut up and go to bed now. <_<
Programmers are 100% welcome, seeing as I'm the only one at this point. :P

Also, you think 5 conceptual projects is a lot? Say hello to my 4 completed projects, and then meet their abandoned-halfway-through-but-still-mostly-functional buddies. All 8 of them. But really, I'm glad to have another programmer on the team. :) Please join up on IRC.

So...many...emoticons...O_o
Title: Re: New... ball project... i guess.
Post by: vdweller on August 20, 2009, 13:39:35
I downloaded the WADF Engine 1.3. Good job! It still needs work though. Keep up!
Title: Re: New... ball project... i guess.
Post by: OSad on August 22, 2009, 03:19:36
Pick yer poison, a few days ago, my computer suffered heart attack. I can't stay in the flash more than a few seconds, and my computer has a nasty tendency to reboot at the most random times. Until I can get a major dust cleanoff and a complete format, I need you to keep the dream going. Don't let it die, man! Pierce the heavens!

As a status update, we have the training level finished. It needs serious polishment, though. The second level will have to be restarted from scratch, but rest assured I am still working on it. When me and PYP get a plot going, I'll be heading to the talented chaps at the voice acting club (http://voiceacting.proboards.com/index.cgi?) for a start/end narration of the story. Hopefully, this project WILL have production values. Whooray. \o/

Again, it might take a few days until I have everything sorted out. Thank you for your attention, that would be all.
Title: Re: New... ball project... i guess.
Post by: AClockworkLemon on August 22, 2009, 08:10:28
Right now, we decided to work on WaDF 2
If you are thinking of doing some  WaDF 2, you should get in contact with xtr1m (he's not on the forums, if you want to contact him, ask LPChip), hes making a WaDF2 as well, he might be able to help with the WaDF engine as well.

@@PYP, its not the IRC program, its the entire thing altogeter. even niffchat dosn't work lolz C)P