BunBunLand

Show us your works in progress and request feedback

Post » Mon Jan 26, 2015 11:43 pm

New thread.

http://www.funnybunny.se/game/

I have fixed so many bugs that arrived with the multiple explosions and chain explosions.
I think I have fixed almost all.

Bugs left:
* Player explosion at suicide - tiles left. Easy fix. Tomorrow.
* static fruit, egg or icecream above enemy make enemy explode. Should not do so. (level T2)

And very odd bug at level 9 I got a couple of times when I moved quickly that the map array did not quite tag along and made the player go through tiles. Hard to reproduce.

Other than the bugs I am annoyed with game starting to get slower and slower. Worst are levels with many explosions and/or many enemies. I blame it with many searches through entire arrays. (game engine depend on array and sometimes I need the game to search through the whole 600 entries array for a certain value and still I made the level a little smaller than other similar games)
You do not have the required permissions to view the files attached to this post.
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Tue Jan 27, 2015 2:46 am

Boulderdash! I used to love this game as a kid and your version is looking good. The only feedback I can give is that it's currently a little unclear how big the exploding radius is because of the splatter effect. Maybe the explosion animation should be a little smaller? I dont know.

Keep it up.
ImageImage
B
123
S
23
G
7
Posts: 1,071
Reputation: 13,091

Post » Tue Jan 27, 2015 7:53 am

@GenkiGenga thank you! :) It is 3x3 field just like in original. :) The animation is bad I know. I need to replace it. The difference is that in original there's 1 single "explosion" repeated 9 times over the field while this one is one single to cover the whole field.

I might revert to do as in the old style, though. I will ponder on this one!
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Tue Jan 27, 2015 8:11 am

It does feel very much like boulder-dash, but I feel like even boulder-dash had sub tile level of movement - somehow that jumpiness is a little jarring, perhaps there is a way to make it a bit smoother (move-to behaviour?).

Other than that it looks rather nice with pleasant colors and enough sweets to make a dentist excited. Could probably use some mild effects when you eat something, be it a flash or some particles or both.

Nicely done overall.

Edit: Tried a later level with the tube-sucking - very neatly done, but I wish it was a little faster.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Tue Jan 27, 2015 1:27 pm

@Somebody
Thank you for your review. :)
I want to ask you, the jumpiness. The camera should not jump at all, that is my goal. BunBun do move in old school movement, but the camera should follow in smooth way. If it does not, please let me know.

Interesting idea about the eating! I could try to add if it is not eating up cpu!

The tube movement, do you want it to be faster while inside the tube? I could see if I could get up the speed without making it laggy.
Or do you mean the animation itself. Well, yeah it is quite long I agree. I just feel like "wow I have made so many animation frames I want to use them" but if the consensus is that it is taking too long, then I should trim it down!
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Tue Jan 27, 2015 2:07 pm

helena wrote:@Somebody
Thank you for your review. :)
I want to ask you, the jumpiness. The camera should not jump at all, that is my goal. BunBun do move in old school movement, but the camera should follow in smooth way. If it does not, please let me know.

I meant the movement of the pieces and the player character - the way it jumps the whole width - I think there's a way it could be controlled and yet smooth - like this (the lousy framerate shows it badly, check the capx to see it as it should be seen):
Movement.gif


I made it using MoveTo behaviour - it's quite nice, here's the demo capx (turned out being quite simple):
GridMove.capx

helena wrote:Interesting idea about the eating! I could try to add if it is not eating up cpu!

It really shouldn't - you can easily get away with thousands of objects with playable framerates these days.

helena wrote:The tube movement, do you want it to be faster while inside the tube? I could see if I could get up the speed without making it laggy.
Or do you mean the animation itself. Well, yeah it is quite long I agree. I just feel like "wow I have made so many animation frames I want to use them" but if the consensus is that it is taking too long, then I should trim it down!

I noticed the neat animation, but it could be sped up a bit - maybe down to 2/3rd of current length. Also the in-tube speed, yeah.
You do not have the required permissions to view the files attached to this post.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Tue Jan 27, 2015 2:34 pm

@Somebody Ok then I get it! It is not the camera, but the actual old school movement. I could see if I could solve it somehow without mucking up with the code. I remember I tried it back in beginning but never got the engine to work properly. But I guess if I use a second invisible sprite for the "proper" movements, and then BunBun following it smoothly. hmm. And the cam following bunbun.. everyone are following someone. ;)

Regarding the extra effect.
I guess, as long it is not involving the maparray it will be fast. yeah.

Tube: OK! :)
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Tue Jan 27, 2015 2:48 pm

helena wrote:But I guess if I use a second invisible sprite for the "proper" movements, and then BunBun following it smoothly. hmm.

I suppose it depends on how you have done it so far, but in my example it's easy as pie to add offset collision checking so it doesn't move into walls or obstacles and in-between keystrokes and such it will always end up exactly on the given coordinates thanks to that floor() function.

It just feels much better (but that might be subjective) when you have smooth movement, even if it is smooth jumping between points.

Just watched a video of original Rockford and indeed the hero moves in discrete steps - remembered it being much more alive, heh, but then it is 2015... :)
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Tue Jan 27, 2015 7:11 pm

* Fixed the two explosion bugs I listed above.
(however the odd bug of level 9 still happens sometimes)
* Added particles effect when eating fruits <- not 100% keen on the result, though.
* Sped up the tube travel <- now I think it is almost too fast! haha motion sickness abound for BunBun
* Sped up the tube in animations 0.3 sec shorter now. (from 1.0 to 0.7 sec)
* Fixed a minor camera jump after travelling tube.

http://www.funnybunny.se/game/
(remember to hit reload)

@Somebody Thank you for your involvement. :)
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Tue Jan 27, 2015 8:00 pm

Neat changes, I think they help the game.

The particles - I think they look decent - certainly help sell the idea of eating something.
I think it would be really cool to have a bulge when travelling through tubes, but that might be too much work, given all the bends, etc.

If I were to change something else it would be the splat animation - the few frames don't sell the idea of a splat - this could be overcome with a sine behaviour set to size and a fade that's about half the period of the sine - that way it kinda grows - pow! - and fades out nicely (perhaps starting to shrink a little, like something squashed would).
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest