Old 05-25-2008, 01:57 PM   #1 (permalink)
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Default [ALPHA] PopEm

Game Name: PopEm
Creator: Manticore-X
Version: 0.1
Download URL: http://files.filefront.com/ALPHAPopE.../fileinfo.html (Updated URL at 7:13 EST May26)

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.

Code:
                    slots[0] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[1] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[2] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[6] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[7] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[8] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                    slots[9] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                   slots[10] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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.



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Old 05-25-2008, 02:19 PM   #2 (permalink)
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To make this more fun and more challenging, how about adding a time limit?




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Old 05-25-2008, 02:23 PM   #3 (permalink)
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Eventually there will be a dart limit per level. You have to clear it with that amount of darts or else the level starts over.

Right now it is in testing, so i want people to be able to shoot as many as they want.

To make it more fun, strive to get the lowest number of darts thrown per level as possible!



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Old 05-25-2008, 04:42 PM   #4 (permalink)
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uhm, is it still first gen control compatible? (I have a first gen 30GB zune, and can't use the touchpad controls.)




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Old 05-25-2008, 04:45 PM   #5 (permalink)
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yes, it should be. Did you try it? I dont think I did anything to mess those up



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Old 05-25-2008, 08:20 PM   #6 (permalink)
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Lovin the new version, working on a few levels i'll put up 2morow or later tonight. It's coming along great, and it is 30 gig compatible.
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Old 05-26-2008, 10:05 AM   #7 (permalink)
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Ok, here are two versions using the Bouncy walls, first is 3 darts, second is 4.

case 8:
monmon.setPosition(new Vector2(20, 0));
monarm.Update();
creator = "soccerfreak24";
dart.Update();
slots = new int[11][];
slots[0] = new int[] { 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2 };
slots[1] = new int[] { 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0 };
slots[2] = new int[] { 0, 0, 0, 0, 0, 0, 0, 2, 1, 0, 1, 0, 1, 0, 1, 0 };
slots[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1 };
slots[4] = new int[] { 0, 0, 0, 0, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
slots[5] = new int[] { 0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 };
slots[6] = new int[] { 0, 0, 0, 0, 2, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1 };
slots[7] = new int[] { 0, 0, 0, 0, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0 };
slots[8] = new int[] { 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0 };
slots[9] = new int[] { 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 };
slots[10] = new int[] { 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
goal = 60;
break;
case 9:
monmon.setPosition(new Vector2(100, 0));
monarm.Update();
creator = "soccerfreak24";
dart.Update();
slots = new int[11][];
slots[0] = new int[] { 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0 };
slots[1] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 };
slots[2] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 };
slots[3] = new int[] { 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1, 1 };
slots[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1 };
slots[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2 };
slots[6] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1 };
slots[7] = new int[] { 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1, 1 };
slots[8] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 };
slots[9] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 };
slots[10] = new int[] { 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0 };
goal = 75;
break;
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Old 05-26-2008, 03:48 PM   #8 (permalink)
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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!



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Old 05-26-2008, 04:21 PM   #9 (permalink)
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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.

http://files.filefront.com/ALPHAPopE.../fileinfo.html

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.



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Old 05-26-2008, 05:39 PM   #10 (permalink)
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Quote:
Originally Posted by Manticore-X View Post
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.

http://files.filefront.com/ALPHAPopE.../fileinfo.html

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.
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Old 05-27-2008, 02:15 PM   #11 (permalink)
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screenshots?

edit: nevermind, but I wasn't sure which one was current because I saw this one above the May22nd one. Maybe merge the topics...
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Last edited by IndeedJimmy; 05-27-2008 at 02:32 PM.



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Old 05-27-2008, 02:52 PM   #12 (permalink)
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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?
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Old 05-27-2008, 02:56 PM   #13 (permalink)
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manticore....read this blog post:
http://blogs.msdn.com/cykho/archive/...zune-game.aspx
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Old 05-27-2008, 03:10 PM   #14 (permalink)
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I like the bouncing blocks. You did a good job on those



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Old 05-27-2008, 04:32 PM   #15 (permalink)
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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

case 10:
monmon.setPosition(new Vector2(20, 0));
monarm.Update();
creator = "daneboyzzz";
dart.Update();
slots = new int[11][];
slots[0] = new int[] { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
slots[1] = new int[] { 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2 };
slots[2] = new int[] { 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2 };
slots[3] = new int[] { 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2 };
slots[4] = new int[] { 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
slots[5] = new int[] { 2, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
slots[6] = new int[] { 2, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
slots[7] = new int[] { 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
slots[8] = new int[] { 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
slots[9] = new int[] { 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
slots[10] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
goal = 60;
break;

Last edited by daneboyzzz; 05-27-2008 at 04:59 PM.




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Old 05-27-2008, 05:11 PM   #16 (permalink)
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Here are some updated screenshots:



Btw, i'm going to have some new levels up by wed/thursday.

Edit: sry, theyr'e a bit blurry... my camera is kinda crap.
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Old 05-27-2008, 06:10 PM   #17 (permalink)
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@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!



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Old 05-27-2008, 07:44 PM   #18 (permalink)
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Okay so this is my first try at a balloon for the game.
Keep in mind I was not able to test this on my zune due to some grades issues.

But anyway, here it is.



Hmmmm.... looked better on PDN...
Just tell me what you think.

EDIT!: SCRATCH THAT! the reason it looks so bad is because photobucket was making them JPGs don't worry about it im fixing it now. lol
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Last edited by ShotgunSnipist; 05-27-2008 at 09:26 PM. Reason: Photobucket fail (AGAIN)



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Old 05-27-2008, 07:47 PM   #19 (permalink)
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Quote:
Originally Posted by ShotgunSnipist View Post
Okay so this is my first try at a balloon for the game.
Keep in mind I was not able to test this on my zune due to some grades issues.

But anyway, here it is.



Hmmmm.... looked better on PDN...
Just tell me what you think.
Looks good, I'd rather that than the current targets.
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Old 05-27-2008, 07:51 PM   #20 (permalink)
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yeah...
it's something but I'm definitely not proud of it. lol
If only I had a little bit more pixels. But, i guess that's not exactly possible.
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