BallBrick
Download: yandex
If it doesn't work, use version 5.73
BallBrick (game)
BallBrick (game)
Last edited by AZJIO on Fri Nov 17, 2023 4:54 am, edited 3 times in total.
Re: BallBrick (game)
It works well here
Reminds me of the old Arkanoid days.
Reminds me of the old Arkanoid days.
Re: BallBrick (game)
Nice One!
(For information: It worked for me with 5.73, failed with 6.0 and 6.03, WIN7 64 bit)
(For information: It worked for me with 5.73, failed with 6.0 and 6.03, WIN7 64 bit)
Re: BallBrick (game)
Added a program for creating and editing levels. It is possible to open an image and convert it into a game level.
Added sounds.
Added sounds.
Re: BallBrick (game)
Works well, thanks for sharing.
Re: BallBrick (game)
Updated
When you hit exploding bricks, all connecting exploding bricks are destroyed, not just those that are close to each other.
The ball moves 6 pixels per frame in height, so in the previous frame it does not touch a single brick, and in the next it already covers 2 bricks. Because of this, behavior is sometimes not obvious. At any moment, 2 bricks can disappear, and the ball flies through.
In the game I create many identical sprites, but reading the forum I come to the conclusion that I need to use one sprite and draw it in different coordinates. The SpritePixelCollision() function uses the sprite ID. If I display one sprite in different coordinates, then the SpritePixelCollision check is based only on the coordinates and sizes of the sprite calculated by id? So the identifier in this case is used to determine the size of the sprite?
And I have a problem on Linux-Fedora, I get an error when compiling. I forgot to copy the error text, but I tried to install different packages, maybe some package is missing.
When you hit exploding bricks, all connecting exploding bricks are destroyed, not just those that are close to each other.
The ball moves 6 pixels per frame in height, so in the previous frame it does not touch a single brick, and in the next it already covers 2 bricks. Because of this, behavior is sometimes not obvious. At any moment, 2 bricks can disappear, and the ball flies through.
In the game I create many identical sprites, but reading the forum I come to the conclusion that I need to use one sprite and draw it in different coordinates. The SpritePixelCollision() function uses the sprite ID. If I display one sprite in different coordinates, then the SpritePixelCollision check is based only on the coordinates and sizes of the sprite calculated by id? So the identifier in this case is used to determine the size of the sprite?
And I have a problem on Linux-Fedora, I get an error when compiling. I forgot to copy the error text, but I tried to install different packages, maybe some package is missing.
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Re: BallBrick (game)
Works nice here
Thanks a lot for sharing
Thanks a lot for sharing
The happiness is a road...
Not a destination
Not a destination