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Old 05-09-2008, 08:28 PM   #1 (permalink)
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Default [BETA] ZunePong [Multiplayer]

Another version of Pong. Its not 100% complete yet, but Im working on it. You can look at the documentation to see what I want to have done.

Also, this uses the touch pad instead of the buttons to control your paddle.


Quote:
I’ve done it! I’ve made multi-player Pong

EDIT: Onscreen instructions work now


Known Bugs / fixes
-No way to go back to main menu
-Client Score has issues FIXED
-Host begins play before Client FIXED
Quote:
I've updated the graphics and the layout of the screen.
Download:
http://amir.shah.org/index.php/zune-pong/

Last edited by amoo3 : 05-15-2008 at 06:56 PM. Reason: updated linkage



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Old 05-09-2008, 08:47 PM   #2 (permalink)
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Cool, althoguh I have already downloaded two other pong games from this site. >.< If you can try getting wifi working, It'd be a big hit.
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Old 05-09-2008, 09:08 PM   #3 (permalink)
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i really love it, but it'd be better if it look more pretty and less buggy. i mean the touch is fine it's not buggy it's just the programming/drawing... sometimes the ball would get stuck to my bounce thing and i have to move it around to get the ball to bounce back up xD
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Old 05-10-2008, 12:02 PM   #4 (permalink)
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Default Version 1 bugs fixed

I’ve fixed up my pong game from last night. New updates:
Better graphics
Better collision detection
“Dumber” AI
Scores (game still lasts forever)
Menu (Note: 2p has no function yet)

Im working on 2p now. Pray for the best!

Download



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Old 05-10-2008, 12:14 PM   #5 (permalink)
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You should replace the pong ball with a beer bottle and call it "Beer Pong". Just throwing that idea out there.
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Old 05-10-2008, 12:34 PM   #6 (permalink)
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Quote:
Originally Posted by Saline View Post
You should replace the pong ball with a beer bottle and call it "Beer Pong". Just throwing that idea out there.
lol. An interesting proposal. Maybe after i get the wireless working. Too bad I dont have 2 Zunes

Its all going to have to be guessing until I get a friend's



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Old 05-10-2008, 03:09 PM   #7 (permalink)
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I can't wait until you get the 2 player thing up! I'd love to play pong with my friends in the middle of class :P



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Old 05-10-2008, 03:37 PM   #8 (permalink)
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downloading the game right now looking forward to play it. For some odd reason I'm able to spend countless hours of my life playing pong with out getting bored...=P.
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Old 05-10-2008, 04:15 PM   #9 (permalink)
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Good game. I'm glad people keep on trying to make more and more games.
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Old 05-10-2008, 10:20 PM   #10 (permalink)
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this pong game sounds wonderful, but not everyone has a zune with a squircle, try making an "or" statement to support the 1st gen zunes as well... if you don't mind, if you do that, I'll give you a +Rep



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Old 05-11-2008, 08:20 AM   #11 (permalink)
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Quote:
Originally Posted by umisguy View Post
this pong game sounds wonderful, but not everyone has a zune with a squircle, try making an "or" statement to support the 1st gen zunes as well... if you don't mind, if you do that, I'll give you a +Rep
Will do. I'll try to have the next version up by Monday, but no promises. I've got exams this week.



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Old 05-11-2008, 08:39 AM   #12 (permalink)
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yay i love pong



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Old 05-11-2008, 11:33 AM   #13 (permalink)
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Ok, I added support for the Zune 30s. It should work, but I have no way of testing it (it seems that the game turns on touch even if its off in the settings). Someone let me know how it is. Download link is the same

Download

Also, careful with pressing the play button on the title menu. It may or may not crash your Zune. Still working on that.



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Old 05-11-2008, 11:47 AM   #14 (permalink)
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Broken link?



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Old 05-11-2008, 12:03 PM   #15 (permalink)
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Fixed



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Old 05-11-2008, 03:30 PM   #16 (permalink)
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Default Error

I keep getting the same two errors:

Error 1 'Microsoft.Xna.Framework.Input.GamePadCapabilities ' does not contain a definition for 'hasLeftXThumbStick' and no extension method 'hasLeftXThumbStick' accepting a first argument of type 'Microsoft.Xna.Framework.Input.GamePadCapabilities ' could be found (are you missing a using directive or an assembly reference?) C:\Documents and Settings\Owner\My Documents\My Videos\ZunePong\ZunePong\Game1.cs 249 58 ZunePong

and

Warning 2 The variable 'MinX' is assigned but its value is never used C:\Documents and Settings\Owner\My Documents\My Videos\ZunePong\ZunePong\Game1.cs 319 17 ZunePong



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Old 05-11-2008, 03:48 PM   #17 (permalink)
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Oops. I changed that on my computer. Guess I forgot to upload it. On the line where it says ......hasLeftXThumbStick
Change it to ..... HasLeftXThumbStick

Second error is just a warning. It will work fine with that

Alternatively, I have fixed the code. You can download it again if you like.

Last edited by amoo3 : 05-11-2008 at 03:55 PM.



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Old 05-11-2008, 04:04 PM   #18 (permalink)
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Thanks



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Old 05-11-2008, 05:07 PM   #19 (permalink)
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Just tested it on my Zune 30, and the up/down controls seem to be inversed. When I right on the dpad (which is up when the zune is sideways) the paddle moves down and vice versa.



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Old 05-12-2008, 12:46 PM   #20 (permalink)
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Not to step on your toes Amir but i fixed the up / down inverse that was happening on the zune 30. here is the code.

Find this in the Game1.cs File in the ZunePong Project:
Code:
protected void movePaddle(GameTime gameTime)
        {
            int MaxX = graphics.GraphicsDevice.Viewport.Width - (int)(ball.Width * scale);
            int MinX = 0;
            int MaxY = graphics.GraphicsDevice.Viewport.Height - (int)(ball.Height* scale);
            int MinY = 0;

            //paddle2Pos.X = ballPos.X + paddle.Width/2; <--- Too "Smart"
            if(ballPos.X > paddle2Pos.X - paddle2.Height*scale*2){
                paddle2Pos.X += 2f; 
            }
            else if (ballPos.X < paddle2Pos.X - paddle2.Height * scale * 2)
            {
                paddle2Pos.X -= 2f;
            }
            if (GamePad.GetCapabilities(PlayerIndex.One).HasLeftXThumbStick)
            {
                if (paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 10f;
                else if (paddlePos.X >= MaxX && GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f < 0f)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 10f;
                else if (paddlePos.X <= MaxX && GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f > 0f)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f;
            }
            else
            {

                if ((paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX) && GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
                    paddlePos.X += 5f;
                if ((paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX) && GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
                    paddlePos.X -= 5f;
                else if (paddlePos.X >= MaxX && GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
                    paddlePos.X -= 5f;
                else if (paddlePos.X <= MaxX && GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
                    paddlePos.X += 5f;
            }
        }
And replace it with this:

Code:

protected void movePaddle(GameTime gameTime)
        {
            int MaxX = graphics.GraphicsDevice.Viewport.Width - (int)(ball.Width * scale);
            int MinX = 0;
            int MaxY = graphics.GraphicsDevice.Viewport.Height - (int)(ball.Height* scale);
            int MinY = 0;

            //paddle2Pos.X = ballPos.X + paddle.Width/2; <--- Too "Smart"
            if(ballPos.X > paddle2Pos.X - paddle2.Height*scale*2){
                paddle2Pos.X += 2f; 
            }
            else if (ballPos.X < paddle2Pos.X - paddle2.Height * scale * 2)
            {
                paddle2Pos.X -= 2f;
            }
            if (GamePad.GetCapabilities(PlayerIndex.One).HasLeftXThumbStick)
            {
                if (paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 10f;
                else if (paddlePos.X >= MaxX && GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f < 0f)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 10f;
                else if (paddlePos.X <= MaxX && GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f > 0f)
                    paddlePos.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X * 8f;
            }
            else
            {

                if ((paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX) && GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
                    paddlePos.X += 5f;
                if ((paddlePos.X < MaxX && paddlePos.X - paddle.Height * scale * 3 > MinX) && GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
                    paddlePos.X -= 5f;
                else if (paddlePos.X >= MaxX && GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
                    paddlePos.X -= 5f;
                else if (paddlePos.X <= MaxX && GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
                    paddlePos.X += 5f;
            }
        }
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