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 Post subject: Zombie Rockers - Gemserk
PostPosted: Wed Dec 15, 2010 11:39 pm 
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Some time ago with ruben01, we started a game named Zombie Rockers, the best name ever but really really misused, the game has no zombies at all.

Description:

Zombie Rockers is an example of a match three game like Zuma, Luxor and Pirate Poppers. The objective of the game is to prevent a chain of balls of different colors rolling along a given path from reaching the end of the path. The player carries two balls that can be fired into the rolling ones. When a ball thrown by the player hits the others and form a chain of three or more balls of the same color they explode. When some balls explode this could trigger a chain reaction eliminating others. The player must eliminate all the balls to win.

Here is a screenshot:

Image

if you want to try it,

PLAY IT NOW!!

Thanks.

ps: oh, also there are no rockers either.

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 Post subject:
PostPosted: Thu Dec 16, 2010 8:06 am 
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Nice game. Played it for some minutes.

I like the paper-like art :)

One suggestion:
It's a little annoying that i can't control the shoot-direction of the shooting ball.

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 Post subject:
PostPosted: Thu Dec 16, 2010 1:35 pm 
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I really like this game.

Pros:
Has a nice clean look, easy to use, nice sound effects/music

Graphics are decent; though I really love the fast roll in/roll out effect. That effect makes it look more polished.

Controls are intuitive.

Runs fine on Win 7 64 bit. Only problem I have is sound crackles (but seems to happen on slick/lwjgl games).


Cons:

Game play is fun, but gets a bit repetitive. At first it is really fun, but after a level or two it starts to wear on.

I'd suggest introducing new game play elements every level or two. Something to keep the player challenged.

Off top of my head, maybe have 2 tracks instead of one. Or have different type of balls that have different effects. Or obstacles, power ups, etc.


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 Post subject:
PostPosted: Thu Dec 16, 2010 4:37 pm 
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The music and sounds crackles because they are low quality xD, both are going to be replaced if we get something better.

Some improvements we have in mind from the beginning are the things you mention: multiple paths/tracks, more ball types (more colors), obstacles and of course powerups. I believe the last would be the best to have.

Right now, I am working on make multiple paths/tracks.

dime, really really thanks for the feedback.

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 Post subject:
PostPosted: Thu Dec 16, 2010 5:51 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
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Location: Italy
yeah great game :D

maybe player can controls multiple path?

and add some highscore list :P

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 Post subject:
PostPosted: Wed Dec 29, 2010 1:12 pm 
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Game updated, added a level with multiple paths, highscores for each level and some kind of profile (currently working to polish last two)

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 Post subject:
PostPosted: Fri Feb 04, 2011 2:31 pm 
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back o your game :D nice work!

another ideas:

-can you ad a turn off music button? or volume + o - icon ?
-add some nice background! and change it from level to level!
- add some achievements for great combos?

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 Post subject:
PostPosted: Mon Feb 07, 2011 12:13 pm 
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I will try to add a music/sound on/off button, is a nice idea since the music sucks xD

About adding nice backgrounds.... that requires an artist, something that I am not :P

Thanks for the comments, I always read your blog ;)

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 Post subject:
PostPosted: Mon Feb 07, 2011 3:11 pm 
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arielsan wrote:
I will try to add a music/sound on/off button, is a nice idea since the music sucks xD

About adding nice backgrounds.... that requires an artist, something that I am not :P

Thanks for the comments, I always read your blog ;)


thanks to you :D
I read all about your applet works :D

for backgrounds.. something like http://search.creativecommons.org could help? Free and Legal! Or http://deviantart.com ?

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 Post subject:
PostPosted: Fri Feb 18, 2011 8:37 am 
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Location: Austria
Hi!

First of all, good game, played through a few levels. Pretty catchy!

But actually I'm writing because I'm really interested in how you created the path. I mean, how did you define the curves and made the balls follow that path?

I was looking exactly for this for one of my games but have yet to find a proper solution.

thx,
felix


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 Post subject:
PostPosted: Fri Feb 18, 2011 2:07 pm 
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First of all, Gornova81, I've made a sound/music enable/disable feature... and fixed some other 'invisible to the user' stuff, so today I am going to make a release.

skafoelix,

Glad to hear you liked and you are interested in the path creation. We have a little process to create the path. First of all, the path is a SVG path, created using Gimp (we used Inkscape first, but it is easy to make the level and create the path in the same application).

After we created the svg, we load it on the game using a tool named SVG salamander, which lets us to create a awt Shape based on that SVG. With the awt Shape, we can create a discrete version of the shape using a awt PathIterator we get from the Shape to get a list of points (you can decide how many points you want by specifying the flatness parameter)

In some ugly code, it looks like:
Code:
   ArrayList<Vector2f> points = new ArrayList<Vector2f>();
   ClassLoader classLoader = SlickSvgUtils.class.getClassLoader();
   URI fileUri = classLoader.getResource(file).toURI();
   SVGDiagram diagram = SVGCache.getSVGUniverse().getDiagram(fileUri);
   SVGElement element = diagram.getElement(pathName);
   List vector = element.getPath(null);
   com.kitfox.svg.Path pathSVG = (com.kitfox.svg.Path) vector.get(1);
   Shape shape = pathSVG.getShape();
   PathIterator pathIterator = shape.getPathIterator(null, 0.001d);
   float[] coords = new float[2];

   while (!pathIterator.isDone()) {
      pathIterator.currentSegment(coords);
      points.add(new Vector2f(coords[0], coords[1]));
      pathIterator.next();
   }


After that, we use a custom class to "traverse" through the path (a list of points) in an easy way, this class let us go forward or backward, calculate distance from the origin, etc.

We had two choices about using only points (discrete version of the path which was a curve in first instance) or to use Bézier curves inside the game, we tried the first one and ran so smoothly that we didn't try the second one. One thing to notice when using points are the closed corners, the balls do a quick change of angle, but we can live with that for now.

Hope this can be of help, I can send you this traversal class if you want.

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 Post subject:
PostPosted: Sat Feb 26, 2011 6:30 pm 
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Joined: Tue Nov 30, 2010 6:09 pm
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Sorry, missed your answer as I didn't subscribe to the thread.
Many thx for the detailed explanation, I can definitely make use of it in one of my games!


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 Post subject:
PostPosted: Sun Feb 27, 2011 12:53 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
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Location: Italy
arielsan wrote:
First of all, Gornova81, I've made a sound/music enable/disable feature... and fixed some other 'invisible to the user' stuff, so today I am going to make a release.


Could you add volume control in game and some sort of level select at start and last level saved ? Every time start from first level is annoying :D

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 Post subject:
PostPosted: Sun Feb 27, 2011 9:36 pm 
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for now you can use the "n" key to skip levels

shhhh it is a top secret cheat code

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 Post subject:
PostPosted: Thu Mar 03, 2011 12:42 pm 
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ruben01 wrote:
for now you can use the "n" key to skip levels

shhhh it is a top secret cheat code


I like this super secret cheat code :D
But in this kind of game a little level selector screen (aka unlock them all!) could help

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