Created via TheGamesFactory, this is my first game, and because of that I decided to go for the easier choice in order to practice with the programs features.
The concept is simple, simply bash all the basic blocks into oblivion to succeed!
- Setup your Bat using a multitude of features, abilities and special attacks that can be purchased through statistic points.
- Six Special Attacks, all of which can be powered up to three different levels of strength each.
- Weather effects, obstacles and retaliating blocks attempt to hinder your progress.
- Each level can be played through five different difficulty settings.
- Statistics page takes note of your progress through the game, as well as tolling up a rank depending on the levels & difficulty you have played on.
I have recieved lots of criticism and ideas from Game Players, but never from Game Creators, so it would be great to recieve your ideas. The game is still unfinished, and there's quite a lot I need to work on, but if people are happy with how it is NOW then I know I'm on the right track.
All suggestions are welcome, and I hope you find the game worth your time.
NOTE: I recently added a feature that allows you to quick launch powered up special attacks.
Initially, you were to use the NUMPAD buttons to scroll through them (Explained in the Readme) but people found it awkward, so now the controls also allow you to launch the highest level of each attack using the normal number keys.
"Gotta be on the GOTW poll "
I hope this a good thing!? Sorry, I'm only new here, so I have yet to get used to the system :)
Nuklear, I didn't even know Bat & Ball had it's own genre here, my bad, but judging by the comments in that link you posted I may be in for a very hard time :(
Thanks for posting anyhow.
Just so you know, incase anyone downloads and discovers that the levels don't end after you win/lose, I've re-edited and resupplied a new download link that prevents this from happening.
Also piling the game into 'Install Creator' so that install paths can be customised, rather than using the supplied installer that TGF uses. If this has caused any inconvenience, I sincerely apologies.
Added HELP screen that gives you a few brief lines of help on a few subjects. Also thrown in a ReadMe file that better explains how to 'Bat Aim'(The ability to aim the direction that the ball is reflected at - Please read it - It's an essential part of the game)
Used installcreator as well, but it's my first time using it so please let me know if it doesn't work properly.
I greatly doubt my game would deserve game of the week! For one, my game has some nasty flaws, and besides that, I've been on here for one day!
Still, I'd be happy if people at least enjoyed the game :) That alone would make me happy, and prove that it wasn't such a worthless enterprise after all!
Still, I'm immensely proud of my game.
Thanks for the comments, guys.
Wow... for a first game, wow. Very impressive. Most people here start off making a Breakout clone but I've never seen one this complex from a first-timer. The only thing I can think to say is that you've probably made it a bit too complicated; I can't imagine many people who would be willing to set up so many stats etc just for a Breakout game. What else can I say? The game is graphically consistent, seems solidly programmed, good choice of sound and music. Overall it's probably the best "first game" I've seen here. How long did it take you incidentally?
I just noticed it on the front page!
Now I feel a bit awkward :)
Well, to put a bit of history to it, this is actually the fourth version I have made. The other three never madeit past 50% before I dumped them with extreme prejudice, and also because a tonne of new .dll and extensions came out, and by the time I had recieved them, it was too hard to incorporate them into the shoddy programming I had made.
The first had no features, just bat, ball and blocks, and two levels.
The second had pretty much the same, but I concentrated on background images to make it look better than it actually was. It also featured the detonator, but after three levels it just didn't gel together.
The third allowed you to pick between three types of Bat & Ball's, each with their own 'Personalities' as it were. Metal Bat & Ball = Super slow but mega powerful and accurate, for example. This lasted a single level before I got too confused with the program and it's new features to continue.
Finally (Hence I call it 'The Fourth Installment') I created this version.
Same thing applied. I saw the capabilities of TGF and tried my hardest to bend it as far as I could at the time, which results in it being slightly more 'complicated' than previous versions, but after making it three times and never actually finishing it, I decided that if I never finish a game, I'll get sick of TGF and dump it.
So here I am, with a game that gave me wrinkles, made me rip out my hair in rage and frustration but, ultimately after posting it up here, mademe extremely happy :)
It took... About... (Have to think about this one)... About four months to make, maybe more, because everytime I became happy with the game, new extensions came out and I had to incorporate them into each individual level through all the programming, which took lots of time and effort.
Overall I know the game itself is buggy as hell, and there are lots I wished I could change such as the ability to change resolution, prevent the ingame midi music from freezing the level as it reloads, a pause button (of all things) and other little pieces that would make the game perfect.
Looks like I'll have to settle with this :)
It uses a large chunk of TGF supplied graphics and sounds, but the backgrounds, blocks, sample music, statistic / setup / help screen images and counters were all made by me through photoshop.
I'm very proud.
Please, give it whatever criticism you feel is neccessary. At only twelve levels, I have ideas of adding challenge stages, boss stages, multiplayer features (Not entirely sure how to do this yet), maybe even online play, and god know what else I can cram into it!
Until then, this is all I have to give and I sincerely hope it was worth the download.
Thanks to everyone here for their support (Adding The Daily Click into my CONTACT link in the 'HELP / GAME INFORMATION screen')
Well I dont want to rest on my laurels just yet!
There's still lots of work that needs to be done on the game.
Once I get used to patch maker, I'll upload some more features.
I'm considering adding a Win v Level stat pages (much like a league table) which shows Victories & Losses vs Levels and their difficulty.
I've so many ideas to put to use that I dont know where to start!
Try using the picture or active picture object, then loading an external .jpg or .gif at run time (using appdrive$+appdir$+"background.jpg") for the background pics. That way the game would be smaller.
Exellent work, it's not often that you see someone in produce something as good looking and as well thought out as this, though yes, it is a little buggy, and it's very rare indeed that you see someone produce a 1st klik game as good as this.
[quote]First thing to knock off most that filesize is change your colour settings perhaps....... [/quote]
I've already reduced it to 32,768 colours (From 16 million) mainly because of speed issues. If I reduce it to 256, then it'll look like a battered disaster. The look of the game is something I'd like to maintain, especially after the multitude of files I constructed from scratch in Photoshop.
[quote]so if he wants a GOTW nominee he should remove that statement[/quote]
What I meant was that I intend to add more to it. In a sense, it's finished, but I just feel that with enough criticism and idea's I'll add some extra patches. I'm not doing this to be nominated for GOTW, I'm doing it because I love my project and would love to improve it for everyones benefit. I won't deny, however, that MehPong being placed in the Game Of The Week would be an honour to me. ;)
[quote]Try using the picture or active picture object, then loading an external .jpg or .gif at run time (using appdrive$+appdir$+"background.jpg") for the background pics. That way the game would be smaller.[/quote]
This is something I'm not totally familiar with, but I do know how it works in TGF. Wouldn't that meant that the pictures would have to be saved to the downloaders PC also, and that moving or deleting the pictures would result in no backgrounds at all? (Not slating your idea, just trying to understand it - Thanks for the suggestion)
[quote]OMG 20 MEG PONG[/quote]
Something I was definately attempting to avoid. Indeed, the pictures are the biggest addition to the size, but until I fully understand the working of the active imagery object I'll leave this one alone.
There's really nothing else I could delete to reduce the size. Already deleted a Flash Intro (Converted to .AVI) to save space. I might get rid of the end game splash screen. That could shave off a few megs.
Thanks again to everyone for the suggestions and support. I'll keep tabs on your posts so I can compile a 'To-Do' list
Thanks Lazarus :)
I'm in a spot of bother...
After saving all Background images and attempting to load them from the in-game picture object, transparant button objects and the majority of active objects appear solid (non-transparant) or completely wonky in general.
If I don't find a way around this problem, then I wont be able to reduce the overall game size :(
This is what I get considering it's my first game - If I had known to try & test this object beforehand I would probably have prevented the size going over 5megs, as well as making the game that little bit faster, so I apologise for my lack of game creating skill.
Shame, really. If the picture loader would work, it'd make the game far more accessable for all.
Despite that, I thank you all, and for those who vote for MehPong - Planetarion as the game of the week, you will recieve a pint of your favourite beverage. ;)
(Now, to make a game involving Pints... Hmmm)