Quickgame challenge -- anyone interested?

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I may have to drop sfgui. I was hoping to make a board that I could tilt today, but I got wrapped up in some strangeness between it, opengl, and sfml. I was hoping to allow changes in friction/gravity/etc, but we'll see.

I'm making Labyrinth, btw. You turn the handles to make the board tilt in such a way that a marble moves from point A to point B without falling into a hole:
http://www.intotheabyss.net/wp-content/uploads/2012/12/labyrinth500.jpg
http://ppt-lt.crystalgraphics.com/lt_maze_powerpoint_templates_title_slide.jpg

Edit: That second picture... if anyone wants to find a picture of that entire board, that would be helpful. The board I'm using only has 30 holes.
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Coolio.

I had one of these boards growing up. It was the same layout as this one (which I think is the one you're asking about):

http://neighborhoodvalues.com/nv/Toys-Games/Pixs/pixSm/PavillionLabyrinth2.jpg

IIRC you could cheat when you get the the bottom-right corner -- just hug the wall and you can skip the 5 holes around there. You might want to fix that for your version.
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I never could stand those tilt-maze games until I picked up one of these:
http://www.giftzone.co.uk/toys-games/outdoor-toys-games/large-maze-ball-addictaball

(I still dislike the flat versions, alas. But I'm gonna try all the games y'all create anyway.)

re: documentation: Mostly it was cut'n'paste. It's a reusable library I previously wrote in C++. It just needed conversion to Tcl. (I really should put these up somewhere so other people can use them.)

I've got other things to keep me busy (stuff I need to do), so I'm not to fussed if I don't finish by some set date. Though, I should finish within the week, barring unexpected work I need to do.
Sounds like fun :D I'm in too. I'll give myself 3 - 4 weeks though, since I'm only going to be working on this during weekends. On the plus side, I already know what I'm going to make: A puzzle platformer combining the mechanics
of Heart Star [1] and Sky Island [2]. Also, I was able to implement most of the tricky camera stuff this weekend [3].

PS: I'm using libGDX [4].

[1] http://www.newgrounds.com/portal/view/647851
[2] http://armorgames.com/play/10899/sky-island
[3] http://tinypic.com/m/idu107/3
[4] http://libgdx.badlogicgames.com/
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IIRC you could cheat when you get the the bottom-right corner -- just hug the wall and you can skip the 5 holes around there. You might want to fix that for your version.


We had this growing up too. Fond memories of turning the wheels just right as to jump the marble over the wall.

Edit: I found the picture of it as I remember, I guess it is the same layout:
http://galleryplus.ebayimg.com/ws/web/171246546335_1_0_1/1000x1000.jpg
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It's starting to look game-like!

http://imgur.com/nvMmaY7
Is that a Bullet Hell I see on screenshot?
Maaaaaybe.

Like I said. Heavily Inspired by Wandering Souls / Geometry Wars.
Woah I didn't see r0shi's links until just now. Looking pretty sweet!
So... I've succumb to the "over-testing" problem of game dev. Where the game is actually kind of fun so I just want to keep "testing" it.

Actually, these star men baddies are pretty good. The game might be playable with just them and no other new baddies. Maybe I'll get everything else done before adding any new bad guys.

EDIT:

Here's a little binary for funsies:
https://www.dropbox.com/s/2dsyxeg50qf8iqr/PaxtorSmash.zip?dl=0
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I'm in. Getting started on this today. I've never made a game so I'm sure the design is going to be sub par, but #yolo.
Yay, added BGM and sound effects. Now I want to add a death animation so guys actually kind of explode instead of just disappear.
Dang, designing the graphics is a huge part of any game. It takes a while!

It is unlikely my game will support music. Maybe some sound effects, but IDK yet. (Anyone know where to find decent, freely-distributable sound effects?)
I've been pulling pretty much all my media files from a handful of games. Probably not strictly legal, but whatever. This is just a funsies project.

About the only graphics I've made was the main character holding the hammer and the star guy (which I just made with the star tool in MS Paint).
Alright, everyone else is posting progress images. Here's mine.
http://home.comcast.net/~michaelthomasgreer/prog/septoku/

I know it isn't much. The initial stages always cost in planning, graphics, and infrastructure.
(I may have to put this on hold for a little bit so it doesn't take over my life.)
Jeez, your graphics are amazing. Like pro grade.

Makes my program look pretty cheesy. Hahaha.
Disch: Not bad at all. It seems like it's going to be very hard once you're able to die. Everything else it's great though. It seems like if you did make everything original(like you said you're pulling thinks from other games) you could probably release that for a dollar as a short pick up and play.
Damn Duoas that is some really nice textures you got there!

On a side note I know me and ResidentBiscuit were discussing this challenge on the IRC channel so if anyone else participating (Or anyone in general) wants to stop in and chat about their project, get some help on their project or just get brainstorm ideas feel free to stop in at irc.quakenet.org #cplusplus .
Thanks!

A minor update. This is the help screen. Let me know if it confuses you. (The idea is to make it usable by anyone in any language, not just English.)

http://home.comcast.net/~michaelthomasgreer/prog/septoku/

[edit]
Oh, forgot to ask.

Right now, the "resume" button only appears if you have a current game saved in progress. It would be easily possible to have more than one game saved, but that would also require an additional screen to select which one is wanted when resuming a game.

I have personally found that kind of thing annoying in other puzzle games (like Sudoku). If I quit a game and choose to start another, it is because I didn't want to continue with the first...

So as of now the resume only tracks the current game. All other "quitted" games are put in a recycle queue to be reintroduced after some difficulty-appropriate time has passed.

There exists the potential that a user may be surprised to find that a game he quit in the past is no longer in the selection -- but I think that is not a necessarily reasonable assumption to make...

What think ye?

[edit 2]
Oh yeah, the game assumes that you (the current getenv("USER")) is the only one playing the game. I think this is reasonable given modern PC environments (where each member of the family gets their own user account) and handheld devices.
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So my one week ended here and this is what I was able to complete in that time. Sorry about the bad resolution on the video, working off of my laptop and didn't have the power for full HD video capturing but will re-post a higher quality video later.

http://tinypic.com/player.php?v=2qbvluu&s=8#.VHPrCIvF9rw

It is very simple pool game based off of Mini Pool. I used C++ with Cocos2d-x and Box2d for the libraries.

Right now all I have is a video to post, will upload the sourcecode online to github along with a .exe of the application for anyone that wants to look at it or play around with it just don't have the time at the moment.

As for the project I wasn't able to complete everything that I wanted to (Decided to switch ideas halfway through) so it is only about halfway finished. Though only things left that I wanted to do was.

- Create some menu screens.
- Create a pause screen and pause feature
- Add in a saved game feature
- Add in some type of scoring system to make it an actual game instead of a simulation
- Tweak the physics and collision to make it feel more natural since the physics and collision are quite bad at the moment.

But who knows might come back to the project later and add in the finishing touches and polish it up some.

Anyways thanks for the challenge Disch was quite fun working on it, also looking forward to seeing what everyone else came up with. And will get the source and the .exe posted in a bit once I get home.
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