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TIGSource ForumsCommunityDevLogsTidy Bubble - Android version out!
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Author Topic: Tidy Bubble - Android version out!  (Read 9476 times)
farmer
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« on: February 01, 2013, 12:20:17 PM »

Tidy Bubble DevLog!

Tidy Bubble is now available on the Play Store: https://play.google.com/store/apps/details?id=com.invisiblespaceship.tidybubble

Purchase

Demo - includes the tutorial and course mode limited to 3 rounds.

This game is sort of a mash up of a couple different ideas. It's like a cross between a chain reaction game and a peggle game, or maybe a break-out style game. There's also a couple of game modes that are just completely different.

Modes
Infinite - Just random levels one after another, great to chill out to, play while talking whatever.

Course N - Played like a golf game, least amount of throws wins. Takes you through a course of N levels. Where N = some number, currently 9. So essentially the best score you could get on a 9 course game is 9 if you clear each level in one shot. I would like to add difficulty ratings for this, so that some courses have a par rating, etc.

Clean - An area is covered over the game screen, every bubble you burst clears part of that area. The area cleared is calculated between rounds and whenever a finish threshold is reached the game ends. This one is pretty challenging.

War - Multiplayer mode! 4 players square off against each other on the same computer and try to protect their bubble stash while destroying everyone else's. Modeled after Warlords on atari.

War Net - Same thing as War mode, just over the internet. Works great, surprisingly. Has chat and a ready system which regular war mode doesn't need.

Infinite Spawn* - An infinite mode with a constant spawn rate.

Challenge* - Player must complete levels that have a series of challenges such as time limits, goals, and other modifiers.

9 Ball* - Destroy bubbles in a specific order.

Darkness* - level is dark, paddle acts as a flash light beam, probably extra environmental lighting to set the mood.

*denotes planned modes, not yet implemented

Screen shots


How to play
1. The object of the game is to explode all the little bubbles floating around on the screen.
2. You start by launching your ball peggle style at the bubbles.
3. Exploding bubbles can cause other bubbles to explode.
4. Use the round paddle at the bottom controlled by the mouse to keep your ball in play.

Controls
Mouse - move the paddle back and forth
Left mouse button - launch the Tidy Bubble Ball
middle mouse button - pause/menu
spacebar - pause/menu

---

Features
-Procedurally generated levels
-Several different game play modes
-Realistic physics system (Box2d)
-Original sound track
-Relaxing and addicting gameplay
-Up to 4 player local multiplayer
-4 player network multiplayer, should work over lan or internet
-Use of shaders for enhanced fx
-Configurable graphics options menu to turn enhancements on and off
-Course/Level sharing
-More backgrounds
-OS X and Linux


Planned Development
-Stats tracking
-Microbe/bubble editor
-Online matchmaking
-Stats driven course difficulty ratings
-More game mode types (Story, 9Ball, challenge mode, etc, etc, etc...)
-Environmental Obstacles
-Tablets/Mobile


If you'd like to get emailed development updates you can sign up here:
http://www.invisiblespaceship.com/signup.php

-Greg

« Last Edit: February 04, 2014, 09:05:12 AM by farmer » Logged

farmer
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« Reply #1 on: February 01, 2013, 12:23:37 PM »

This weeks changes:

-made mouse clipping a toggle in gamedata for multiplayer testing [gamedata.mouseclip]
-made net multi reset properly
-players must now "ready up" by pushing space bar at the start of a "war net" game
-a system message is broadcast now when a player is ready
-fixed giant trails in warnet
-changed delay loop slightly in warnet
-restarting a local mutiplayer game works now.
-fixed volume bug with fade out, music played very very very faintly.
-reworked ready system, players ready up and then host starts the game with space bar
-added middle bumpers to net multiplayer mode
-added newsletter and support us menu items
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farmer
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« Reply #2 on: February 04, 2013, 10:11:18 AM »

-changed bumpers in local mutliplayer
-upped joystick sensitivity in local multiplayer
-increased bubble top speed in local multiplayer
-fixed multiplayer chat box being too small cutting off bottom text
-hitting space while chatting no longer sets ready flag
-fixed an issue with inconsistent physics timestep

Local multiplayer screen shots (still some place holder art):
« Last Edit: February 04, 2013, 10:16:26 AM by farmer » Logged

farmer
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« Reply #3 on: February 05, 2013, 02:01:43 PM »

Played around with a lot of uncommitted code today.
-added correct end round detection
-added particle explosion at the end of a round for the tidy bubble/player bubble
-added some screen cap code
-minor type change for particle angles

playing around with the screen caps:
« Last Edit: February 06, 2013, 06:22:48 AM by farmer » Logged

farmer
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« Reply #4 on: February 08, 2013, 03:25:38 PM »

-fixed toast texture not appearing bug
-added options menu to pause menu
-added restart option to pause menu
-added portable random number generator based on Mersenne Twister (this is the setup for level sharing and ratings)
-a few other minor bug fixes

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farmer
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« Reply #5 on: February 11, 2013, 07:47:53 PM »

-fixed volume range error
-fixed volume reading/display bug
-menu items aren't selectable until menu is fully displayed now
-menu items only highlight when the mouse is over them now
-menu items only play selection sound on a successful selection
-fixed war local restart from pause menu
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farmer
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« Reply #6 on: February 19, 2013, 07:07:12 PM »

Lots of updates!

-moved tool tips up in menus
-added level codes to course mode display
-modified course mode generation
-added interpolation to paddle movement
-added paddle texture & rotation
-added new backgrounds
-added backend for background selector
-fixed projectiles not being destroyed on reset (fixes exploding after reset)
-fixed particle system, now the biggest bottle neck for particles is drawing them
-added new paddle textures and animations
-fixed bug that was causing particle system to hang game
-changed end of round particle explosion
-fixed end of round particle bug
-new progress bar

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hube
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« Reply #7 on: February 19, 2013, 07:11:47 PM »

I like the simplicity of the art style. Also the pulsing of the exploding elements has an awesome retro feel to it. I don't know why but this reminded me of scorched earth.

I'm guessing its the gif but it feels a bit slow-motion.
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farmer
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« Reply #8 on: February 19, 2013, 07:17:40 PM »

I like the simplicity of the art style. Also the pulsing of the exploding elements has an awesome retro feel to it. I don't know why but this reminded me of scorched earth.

I'm guessing its the gif but it feels a bit slow-motion.

Thanks, I bet it's the slowly expanding rings of explosion that makes you think of scorched earth. Smiley

The game logic runs at 60fps and I've put a ton of time into making sure it's smooth, unfortunately the gif doesn't do it justice.
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GhostBomb
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« Reply #9 on: February 19, 2013, 07:39:51 PM »

Looks very professional.

What program do you use to make gifs?  Perhaps you have them on the wrong settings?
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farmer
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« Reply #10 on: February 19, 2013, 09:32:50 PM »

I dumped screens every couple of frames from the game and then combined them using imagemagik. I'll try to make a smoother gif with a better framerate tomorrow.
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hube
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« Reply #11 on: February 20, 2013, 02:11:09 AM »

Try this gif capture software http://www.cockos.com/licecap/
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farmer
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« Reply #12 on: February 20, 2013, 07:48:32 AM »

Thanks, that software worked perfectly.

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hube
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« Reply #13 on: February 20, 2013, 04:41:49 PM »

wicked how you have it following the projectile up above and off the screen. Looks good.
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farmer
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« Reply #14 on: February 23, 2013, 03:30:17 PM »

-round over toast is now wherever the projectile explodes at
-changed round over camera behavior in infinite mode and course mode
-toast are now on top of the action
-changed meter texture
-course level codes
-course mode options menu
-new projectile texture

Have some more textures that need implementing, I will probably move onto another game mode next week.

The course level codes are looking pretty awesome, you can play a course, and then give someone else the code and see who can complete the course in the least amount of throws.
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farmer
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« Reply #15 on: March 02, 2013, 10:28:59 PM »


version b13
-added more particles to end explosion
-esc key aborts text inputs in menus
-added new bumper texture in local & net multiplayer
-changed the menus so it doesn't reset course mode everytime you cycle the game modes
-updated projectile texture to better match the paddle (again)
-added variable projectile size
-added mouse clipping to the options menu
-changed framesleep resolution to microseconds, elminated some jitters
-upped the physics simulation iterations, and made it easier to vary by an option
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farmer
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« Reply #16 on: March 06, 2013, 03:25:20 PM »

-added death particles
-changed lose ball particles a little
-changed how dead microbes are stopped (dampening, this might have been the cause of a div by zero)
-changed autopause so it doesn't come on during round end, eliminates double pause effect
-added a slowmotion option during level creation, for later use
-added on/off switch in class for particle system
-added win condition to screen_3 & 4 round over toast
-added textured multiplayer paddles
-dead players now get disabled in multiplayer & disabled texture
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farmer
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« Reply #17 on: March 19, 2013, 07:03:49 AM »

version b14
-added per level score tracking to course mode, end scores are used for tiebreaking
-fixed a bug in network multiplayer that makes balls fly all over the place
-fixed minor menu text bugs
-sectioned off non portable code into it's own area
-added lots of defines for win32 sections
-got the code compiling on OS X (10.6.Cool but the game crashes
-changed the way the display window is handled
-added vsync as an option
-game now runs on OS X (10.6.Cool, textures are getting corrupted but everything else seems to work
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barley
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« Reply #18 on: March 19, 2013, 07:16:22 AM »

brofist for games about circles doing things Bro Fist Right

it looks really smooth!
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WafflePilot
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« Reply #19 on: March 19, 2013, 07:32:48 AM »

Looks fun! great work so far
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