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TIGSource ForumsCommunityDevLogsRepel Ball - Pong meets Juice it or Lose it
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Author Topic: Repel Ball - Pong meets Juice it or Lose it  (Read 2157 times)
DleanJeans
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« on: October 22, 2016, 08:30:04 PM »

[INSERT LOGO HERE]

[INSERT WEBSITE LINK]

[INSERT DESCRIPTION]

[INSERT DOWNLOAD LINK]

[INSERT RANDOM STUFF]

Not sure if I can mention Pong anywhere since Atari may be gonna tell me to take it down if the game reaches too far
« Last Edit: November 14, 2016, 06:32:23 AM by DleanJeans » Logged

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DevLog: RepelBall
DleanJeans
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« Reply #1 on: October 22, 2016, 08:30:39 PM »

Hi,
This my very first game I'm going to finish. Using the HaxeFlixel game engine. It's simply Pong with some juice inspired by

.

Some Features:
  • Faces
  • 1 - 4 balls
  • 2 Powerups (more coming)
  • Simple AI

GFXs:
  • 8 colors
  • Ball Trail
  • Screenshake
  • Paddle Stretch
  • Ball Particles
  • Glitch (screen flash)
« Last Edit: November 10, 2016, 07:35:14 AM by DleanJeans » Logged

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DevLog: RepelBall
DleanJeans
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« Reply #2 on: October 22, 2016, 08:30:57 PM »

The game is in portrait mode since it was originally designed for an mobile game compo which I used as real deadline.

Lastest screenshots:

I've made the paddles go Shocked "Ooh!" when you switch the color :D

#screenshotsaturday #gamedev #indiedev #haxeflixel




Adding juicy stuff to Pong

Engine: @HaxeFlixel
#saturdayscreenshot #gamedev #indiedev #haxeflixel


« Last Edit: October 30, 2016, 09:50:19 PM by DleanJeans » Logged

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DevLog: RepelBall
marcgfx
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« Reply #3 on: October 23, 2016, 01:43:56 AM »

I assume it is no coincidence this reminds me of

Juice it or lose it - a talk by Martin Jonasson & Petri Purho


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DleanJeans
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« Reply #4 on: October 23, 2016, 02:54:24 AM »

I assume it is no coincidence this reminds me of

Juice it or lose it - a talk by Martin Jonasson & Petri Purho

Yeah, the game's juiciness is inspired by that.
« Last Edit: November 07, 2016, 03:22:45 AM by DleanJeans » Logged

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DevLog: RepelBall
DleanJeans
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« Reply #5 on: November 07, 2016, 03:22:16 AM »

Something new added/changed since the last time
  • Flat Powerup Graphic
  • Click-to-spawn Powerup
  • Pause to emphasize Powerup and Goal
  • Notification
  • Some fixes for Powerup collision
  • Watermark (because of this)
  • And some other stuff for making the developement and testing easier

I'm having some problem with game design regarding: powerup spawning, powerup lifespan, ball speed, etc...

New screenshot

Added slow-mo and click-to-spawn to test the game
#gamedev #indiedev #haxeflixel
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DleanJeans
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« Reply #6 on: November 14, 2016, 06:31:54 AM »

Changes

  • New Powerup! Speed Boost
  • Make sure ball clones from powerups won't be > 90 degrees to the walls (or they would be hard for the player or go very slow vertically)

Regarding Game Design problems mentioned last week

  • Balanced Powerup lifespan
  • Increase Ball Speed and Paddle Speed every 10 seconds
  • Powerups are now spawned in waves
  • Previously a single powerup spawned every few seconds
  • Spawned in 8 waves per minute


News

  • A friend in my class asked to play my game :D (it seemed to be too hard for him Tongue)
  • Two others have asked for Local Multiplayer mode (that sounds like a lot of work for me)

Screenshot

New Powerup: Speed Boost (Orange)

#screenshotsaturday #gamedev #indiedev #haxeflixel

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DevLog: RepelBall
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