BallBrick (game)

Applications, Games, Tools, User libs and useful stuff coded in PureBasic
AZJIO
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BallBrick (game)

Post by AZJIO »

BallBrick
Download: yandex
If it doesn't work, use version 5.73

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Last edited by AZJIO on Fri Nov 17, 2023 4:54 am, edited 3 times in total.
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Caronte3D
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Re: BallBrick (game)

Post by Caronte3D »

It works well here :D
Reminds me of the old Arkanoid days.
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Re: BallBrick (game)

Post by miso »

Nice One!
(For information: It worked for me with 5.73, failed with 6.0 and 6.03, WIN7 64 bit)
AZJIO
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Re: BallBrick (game)

Post by AZJIO »

Added a program for creating and editing levels. It is possible to open an image and convert it into a game level.
Added sounds.
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Re: BallBrick (game)

Post by miso »

Works well, thanks for sharing.
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Re: BallBrick (game)

Post by AZJIO »

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.
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Kwai chang caine
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Re: BallBrick (game)

Post by Kwai chang caine »

Works nice here :D
Thanks a lot for sharing 8)
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