PANG alpha version 0.000001


re: alpha 5. the balls are behaving more as they should, but are still not perfect.

edit: i'm not sure how you are making them bounce and move, but the balls should slow down nearer the top of their movement. see my code or the real game. ;)
 
edit, edit: on second thoughts i have just retried 0.5 and the balls bounce OK, but their heights for me are wrong. just some fine tuning needed. :)

good luck!
 
stickofjoy posted on May 22 2003 said:
edit, edit: on second thoughts i have just retried 0.5 and the balls bounce OK, but their heights for me are wrong. just some fine tuning needed. :)

good luck!
Hi !

I've implemented you bb code !! :) I'll certainly release 0.6 version before the weekend ! :)
 
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bfg posted on May 22 2003 said:
stickofjoy posted on May 22 2003 said:
edit, edit: on second thoughts i have just retried 0.5 and the balls bounce OK, but their heights for me are wrong. just some fine tuning needed. :)

good luck!
Hi !

I've implemented you bb code !! :) I'll certainly release 0.6 version before the weekend ! :)
excellent! :D

my ball heights were tweaked for the screen size i was running in. i think you need to determine the correct max heights for the GP32.

also, are you going to remake it 100% or have you thought about new graphics?

matt
 
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stickofjoy posted on May 22 2003 said:
bfg posted on May 22 2003 said:
stickofjoy posted on May 22 2003 said:
edit, edit: on second thoughts i have just retried 0.5 and the balls bounce OK, but their heights for me are wrong. just some fine tuning needed. :)

good luck!
Hi !

I've implemented you bb code !! :) I'll certainly release 0.6 version before the weekend ! :)
excellent! :D

my ball heights were tweaked for the screen size i was running in. i think you need to determine the correct max heights for the GP32.

also, are you going to remake it 100% or have you thought about new graphics?

matt
Having a 100 % remake without the source source code is really difficult ! :) And I try to mix levels from pang and super pang. For the graphics ... i'm just a coder ... hum ! :rolleyes:

Maybe after a correct version of the game (a version 1.0), i'l release my source code, and better coder than me can do a perfect conversion ... But before that, i have to comment it, and erase all the variable who are not used anymore ! :D
 
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I have an idea for a theme for the new version if you are interested? Including some nice parallax effects as seen in Mighty Pang! etc.

:)
 
stickofjoy posted on May 23 2003 said:
I have an idea for a theme for the new version if you are interested? Including some nice parallax effects as seen in Mighty Pang! etc.

:)
Sure I'm interested, but i'm not sure i'll have time to code that ...

First, what is mighty pang ?! On wich platform it run exactly ?
 
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bfg posted on May 23 2003 said:
stickofjoy posted on May 23 2003 said:
I have an idea for a theme for the new version if you are interested? Including some nice parallax effects as seen in Mighty Pang! etc.

:)
Sure I'm interested, but i'm not sure i'll have time to code that ...

First, what is mighty pang ?! On wich platform it run exactly ?
I would help out if you like with tese extra effects?

Mighty Pang is a Capcom CPS-II arcade game:
http://www.pangarcade.com/item.php?name=co...inop-mightypang

(reload the page if there are database errors)
 
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just tried 0.6, playing gret so far.

one small problem (as always! ;) ) is that the smallest balls are not bouncing quite high enough, as you cannot walk under them easily. i think they should maybe bounce around about 6-10 pixels higher at their peak?

I think you have the multipliers spot on, though I haven't looked in detail. :p But how about using the proper Pang! points system when scoring?

Large balls: 50
Medium: 100
Small: 150
Tiny: 200

Other than that - bring on the level editor! :ph34r:

matt
 
stickofjoy posted on May 23 2003 said:
just tried 0.6, playing gret so far.

one small problem (as always! ;) ) is that the smallest balls are not bouncing quite high enough, as you cannot walk under them easily. i think they should maybe bounce around about 6-10 pixels higher at their peak?

I think you have the multipliers spot on, though I haven't looked in detail. :p But how about using the proper Pang! points system when scoring?

Large balls: 50
Medium: 100
Small: 150
Tiny: 200

Other than that - bring on the level editor! :ph34r:

matt
The level editor ... Hum ... A paint tool and a ascii text editor to note the x,y coordinate of the object in the background ... After ... it's "hardcoded" in a file named : levels.c ! :) :) Like this :


i=createBall(120-32,18,BIG,LEFT,DOWN);
ball.bonus_parent = getRandomBonus();
i=createPlateforme(161-32,81,PF_CASSABLE);
pf.bonus = getRandomBonus();
i=createPlateforme(193-32,81,PF_CASSABLE);
pf.bonus = getRandomBonus();

:rolleyes:
 
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just looked at version 0.7 - great work! ball bouncing is all but perfect now for me. :) so on to other things:

1. the power-ups should fall until they hit the floor OR blocks. on level 2 in 0.7 a power up feel through the two vertical blocks in between the ladders.

that's all i have spotted so far. though, i would still like original scoring.

i've been playing my PSone Buster Bros Collection over the last few days and have noticed that the Atari ST version of Pang! was not 100% faithful either. Powerups are released on the destruction of all blocks in a level, and there is a 1UP power up that i have never seen before in the arcade/PSone (emulated) version.

edit: see images of the arcade version here
http://pangarcade.com/articles/MAME-Pang-P...ures/index.html

matt
 
aharding posted on May 28 2003 said:
What is PANG?

(pardon my ignorance)
Please refer to the first post of this topic.
 
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stickofjoy posted on May 28 2003 said:
just looked at version 0.7 - great work! ball bouncing is all but perfect now for me. :) so on to other things:

1. the power-ups should fall until they hit the floor OR blocks. on level 2 in 0.7 a power up feel through the two vertical blocks in between the ladders.

that's all i have spotted so far. though, i would still like original scoring.

i've been playing my PSone Buster Bros Collection over the last few days and have noticed that the Atari ST version of Pang! was not 100% faithful either. Powerups are released on the destruction of all blocks in a level, and there is a 1UP power up that i have never seen before in the arcade/PSone (emulated) version.

edit: see images of the arcade version here
http://pangarcade.com/articles/MAME-Pang-P...ures/index.html

matt
Yes, i know for the power up problem ! :D I've forgot to activate the code of the collision in 0.7 .... :blink: :blink: I'll release soon a new version with more level and one more weapon bonus.

For the level, i'd like to include some "never" seen level, something "inédit" (i don't konw how to say that in english ! :unsure: ). My goal is not to have à perfect arcade Pang convertion, but a very fun quality game to play on GP32 ... :p

For the scoring ... yes ... why not, it's not in my priority ... I must think in coding ... SOUND ! :) :) (But for the moment i haven't got samples ... nor music ...)
 
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aharding posted on May 28 2003 said:
Okay I know its version 0.6 and has new features, but what is it? - An emulator of something??

:unsure:
it is a game.

it's based on a popular arcade game (Pang/Pomping World/Buster Brothers depending on your region), but programmed from scratch (ie. not ported or emulated). all you have to do is shoot the balls!

here's an idea: try it out.

it even works in the emulator as well as on the GP32 proper. :p
 
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aharding posted on May 28 2003 said:
Okay I know its version 0.6 and has new features, but what is it? - An emulator of something??

:unsure:
No, it's just a "conversion" of the arcade game Pang for GP32. No emulation or reverse engenering. Coded from scratch with the help of StickOfJoy for the bouncing ball code?a friend of mine for collision detection of ball on platform (still little buggy ...) and FagEmul for some sprite.
 
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just tried 0.8, and seemed to have discovered a bug that perhaps has been there for some time. it could be me though, as you need two specific power ups in order to reproduce.

do not split balls
grab time freeze
grab dynamite

do balls split all the way down to smallest size? (they should)

i was playing on GeePee32 so it could be the speed of the emu was not fast enough for me to see things correctly. then i died! :(

I can't wait to get home to hear the music!

matt
 
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