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PostPosted: Mon Aug 29, 2011 9:18 pm 
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This is my first game. It's simple, but it can be addicting.

Here is a video of some gameplay:
http://www.youtube.com/watch?v=tDQU3DwS1_w

You can download the latest version of the game at the link below (click the green download button). Let me know what you think of the game, and be honest.
http://cmagames.webs.com/30clicks.htm

PS: If anyone can tell me how to embed a YouTube video, I'll change the video link to an embed.

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Last edited by cmasupra on Thu Sep 15, 2011 5:19 pm, edited 1 time in total.

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PostPosted: Fri Sep 02, 2011 3:09 pm 
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That was pretty fun. I really like your menu system and the transitions. I have yet to implement any menu as I'm a beginner with Slick, but that shows me its possible!

Hm, I don't know how I feel about there just being time between buttons without one showing up. I wasn't ever tempted to just click black space, not sure what others think, but I'd get rid of the random time between buttons when it can last over a second or 2. Maybe you can add mode's for 60 clicks or something if you want, but it's a unique idea and was fun.


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PostPosted: Sun Sep 04, 2011 3:55 am 
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Thanks for your feedback! Glad you enjoyed the game!

The menu buttons were really simple to make. Just a Button class with 3 booleans (hover, clicked, activated), 2 ints (x and y position), and an image. Then I created some buttons and put them at certain positions and called their update and render methods. There might be more to it, but I don't have access to my code right now (should have access tomorrow when I move into my dorm and can use my desktop again).

As for the random times between buttons, I'm not sure how I feel about it either. I thought it was a good idea as it would mess with the player's focus, but whenever I played it, it seemed more like the game froze than like it was a feature. I'll definitely change that, but I'll have to think about how I change it.

Again, thanks for your feedback! :D

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PostPosted: Sun Sep 04, 2011 8:17 pm 
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nice little game, keep programming and post on this forum :D

about transitions: how do you get it?

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PostPosted: Tue Sep 06, 2011 1:31 am 
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Transitions:
Code:
sbg.enterState(Main30Clicks.MAINMENUSTATE, new EmptyTransition(), new BlobbyTransition(Color.black));

That is code straight from the game (although typed on my iPhone for some very frustrating reasons). You'd have to customize it for your game. There are also many different transitions. Just look at the Slick API to find them.

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PostPosted: Wed Sep 07, 2011 5:13 pm 
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Great and simple game, I like how well polished it is. 127 fps here, which is pretty ok on my old laptop.

Some feedback on when I mis-click (and receive a penalty) may be nice, like some sound effect. That may improve the sense of urgency.

Also, nice website! :D

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PostPosted: Wed Sep 07, 2011 7:37 pm 
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Glad you liked it!

More than half the time spent making the game was probably spent on polishing it. Getting the main menu's background squares to grow at just the right speed, perfectly aligning text, etc.

I set the game to 120fps, so 127 is lag-free. :wink: I thought 60 wouldn't be enough to catch all the mouse clicks of people who can click really fast, so I chose 120.

I never thought about having a sound when mis-clicking. It's a good idea. I'll add that in the next version.

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PostPosted: Wed Sep 07, 2011 7:53 pm 
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cmasupra wrote:
Transitions:
Code:
sbg.enterState(Main30Clicks.MAINMENUSTATE, new EmptyTransition(), new BlobbyTransition(Color.black));

That is code straight from the game (although typed on my iPhone for some very frustrating reasons). You'd have to customize it for your game. There are also many different transitions. Just look at the Slick API to find them.


I mean code for BlobbyTransition :D

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PostPosted: Wed Sep 07, 2011 8:31 pm 
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It's from Slick, Gorno :)


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PostPosted: Wed Sep 07, 2011 8:31 pm 
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blame me!! :D never see it :P

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PostPosted: Thu Sep 15, 2011 5:24 pm 
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Version 0.4.0 Beta (9/15/2011) is out!

It can still be downloaded at:
http://cmagames.webs.com/30clicks.htm

Changelog:
0.4.0 Beta (9/15/2011)
-Made the game button light up slightly when clicked
-Changed the main menu's background squares to update based on time. They will now grow and fade at the correct speed at low frame rates.
-Changed the game button so that instead of hiding for random time intervals, it displays "0" for random time intervals. Updated instructions accordingly.
-Reduced the maximum time the game button can display "0". It is now from 0.5 to 1 second.
-Pressing the Escape key from anywhere in the game will now take you to the main menu.
-Added a buzz sound that plays when the player mis-clicks in the game.
-Made the readme file more organized.

Hope you guys like the changes! Feel free to suggest any other changes, or let me know if you don't like a change I made. :wink:

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PostPosted: Sun Sep 18, 2011 4:26 am 
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cmasupra wrote:
The menu buttons were really simple to make. Just a Button class with 3 booleans (hover, clicked, activated), 2 ints (x and y position), and an image. Then I created some buttons and put them at certain positions and called their update and render methods. There might be more to it, but I don't have access to my code right now (should have access tomorrow when I move into my dorm and can use my desktop again).


You might look into the MouseOverArea at some point as I think it might do some of your menu button stuff for you. Well done though. Seems like a fun little started project.


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PostPosted: Sun Sep 18, 2011 4:34 pm 
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Ooh. I didn't know about MouseOverArea. Looks like it's similar to my button class.

I think mine is more suited to what I need, though. It looks like MouseOverArea requires more work to be done outside of the class. Mine also accepts text instead of an image if I want text to be clickable.

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PostPosted: Sun Sep 18, 2011 7:54 pm 
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Looking good! I love the aesthetics, everything just fits together! Great job taking a very simple game and making it awesome!

Keep up the good work :)


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PostPosted: Mon Sep 19, 2011 1:16 pm 
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cmasupra wrote:
Ooh. I didn't know about MouseOverArea. Looks like it's similar to my button class.

I think mine is more suited to what I need, though. It looks like MouseOverArea requires more work to be done outside of the class. Mine also accepts text instead of an image if I want text to be clickable.


Definitely! Always use what you feel is best suited towards your project. I currently just extend the MouseOverArea class into a TextMouseOverArea class. It adds an additional parameter of the String to be displayed on the button. I then made my own render method which takes in a font object, calls super.render(gc,gfx) and then figures out where the text should be displayed so it is centered on my button.


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