This is the second release of PopEm for the zune. Hopfully you all enjoy it. There are some bugs with the collision detection on the bouncing blocks, so if anyone with experience can look at that it would be great. But, to the best of my knowledge this is about as good as it will get (which is still pretty good if i say so myself). This happens mainly when they are lined up together in a large row (like my level, it is there to show how the bouncers work, but also to show the bug).
What I know are needed are:
More levels. (Please contribute!)
Save functions.
More special targets.
Music player functions.
Other assorted things.
If you contribute a level please say the % you want them to hit, and the number of darts you think they will need. Also please comment on how many darts and percent should be for existing levels.
Thanks everyone!
Oh and heads up. Don't run it in debug mode. It causes it to lag. Run it when the zune is not connected to XNA
Original Posting is below for reference
Quote:
Description / Instructions / Anything you want to say:
This is my attempt at cloning the popular flash game "Bloons" created by Ninja Kiwi. This is my first time using C# and coding in XNA, and the game has a ways to go, but the framework is there and I wanted to get some input. The sprites were also a first time thing (pretty obvious) but they do the job decently. If anyone wants to contact me my AIM is "Manticore0X" and email is manticorex at gmail dot com.
Controls:
Aim with touchpad/buttons (on zune 80 or 4/8 if you press it will rotate faster)
click center to start the shot
release center to shoot
tap the back button to switch between levels (or complete the level)
Hold the back button to quit
Please do not post this or code modified from this anywhere else other than here. Thanks!
Please post best/average shots for the levels. This will help me create a good difficulty for the game!
Todo:
menu (important but not urgent)
music (important but not urgent)
full level structure (implemented but needs improvement)
score (implemented but needs improvement)
powerups (important but as urgent)
[I know I am forgetting some]
Some special ideas that will give this some things unique from the original bloons!
Far Off:
In game UI level builder
Saved games and saved levels
Wireless (multiplayer maybe, level transfer hopfully if possible)
[suggestions?]
How to build a level: (and potentially get it featured in the game)
I tried to make the level structure as easy as possible. To access it go to the MapLoad class and look to the LoadMap method. Above is an empty level which i am also going to post here.
When you change a 0 to a 1 a target appears! Its easy enough that my girlfriend with little computer skills was able to make a teddy bear with it (the 4th lvl)
You then paste your new code in a new case. Reference the other cases for what you need in it.
Now Look in the Game1 class at the Update Method. Change the if(lvl == 5) so that 5 is one greater than the number of cases (initially there are 4 cases so it is 5. If you add 1 case the number should then be 6)
And thats all you need to do!
Comments are appreciated!
Last edited by Manticore-X; 05-26-2008 at 04:14 PM.
I like this game. I can see that this game will get a lot better with improvements like dart limits and more levels. Keep up the good work it is coming together nicely!
Hey guys. Just a heads up, there is a small revision updated in the first post. I was trying out soccerfreak's levels and noticed a huge performance hit. Upon looking at my code i noticed I implemented collision pretty terribly performance wise. I cleaned that up (among some other small things) and reuploaded. So if you are planning on playing his levels (also included in this package!) I would highly recommend downloading this.
On a similar note, performace when music is playing totally sucks. I cant figure out why (well, i know its because of the collision dection [at least i think....]) so its kind of looking like maybe no music implementation. I know a lot of people wont be happy with this, and i will do my best to find a way to do it, but as of now thats kind of how it is looking. Once again, if anyone can look at my code for places where i could optimise it, that would be great.
Thanks for all the great feedback!
And soccerfreak24, i love your levels. Your's totally put mine to shame.
Hey guys. Just a heads up, there is a small revision updated in the first post. I was trying out soccerfreak's levels and noticed a huge performance hit. Upon looking at my code i noticed I implemented collision pretty terribly performance wise. I cleaned that up (among some other small things) and reuploaded. So if you are planning on playing his levels (also included in this package!) I would highly recommend downloading this.
On a similar note, performace when music is playing totally sucks. I cant figure out why (well, i know its because of the collision dection [at least i think....]) so its kind of looking like maybe no music implementation. I know a lot of people wont be happy with this, and i will do my best to find a way to do it, but as of now thats kind of how it is looking. Once again, if anyone can look at my code for places where i could optimise it, that would be great.
Thanks for all the great feedback!
And soccerfreak24, i love your levels. Your's totally put mine to shame.
Lol, well I love making them, so I'll continue to post them and you can pick whichever ones you like.
So if you were to make your own balloons. How would you do that? does the code make purple transparent and white colored or what? and what if you used a gray?
I am very new to XNA (and programming) but hopefully I created something. I pretty much copied socker freaks intro to this code and then improvised the slots. Hopefully I did it right. 2 is assigned to bouncy block? I'd like to learn how to do this. It would be fun making levels for this highly potentally fun game! Thank you!
PS: If what I did was correct and you want to add it to the game (highly unlikely) tell me so I can do some touchups cuz i might want to make some improvements. Thank you
@indeedjimmy, not sure what you are saying. But this is the newest thread. It contains the most recent public release.
@shotgunsnipist, XNA takes everything that is magenta (255,0,255) and turns it transparent. Then my code picks one of the set random colors and overlays it on the target. Thus my targets are white so the overlay looks like the base color. Greys would turn out to be shades of these colors. Other colors would mix probally looking strange. Hope this helps!
@Ricardo, thanks for the link. Im pretty sure most of those attributes are already in my code, but ill parse through it again soon. Nevertheless, good things to keep in mind.
@daneboyzzzz, thanks for the level. Wasn't able to try it out today but ill look tomorrow. If you look through the quote on my first post it should help you understand it a little better. It is a little different in the newer version and i'll help you out tomorrow if i can. Also yes, 2 is a bouncer!
@soccerfreak24, you are awesome. Ill add those screenshots to the main post tomorrow. And cant wait for the maps!