Dev - First draft - Pong
Sunday, October 5, 2008
Pool Cue Meucci Quantum
A l'époque où j'ai débuté ce projet (décembre 2007 si je me souviens bien), je voulais simplement faire un simple pong : deux raquettes, une balle, un truc qui compte les points et basta. Mais au fil du temps, j'ai décidé de changer les sprites : quelques adapatations plus tard, me voila avec un superbe fond venant de Super Mario Bros., et les deux frères qui grimpent aux poteaux pour se renvoyer un boule de feu.
J'ai donc ensuite voulu changer l'affichage des scores. Après quelques réflexion, j'ai décidé de Goombas bring down the castle. It took me some time, because at the time, I do not control the cards collisions. But I have come to end, and I liked the result enough.
AI leaves a weak enough to be defeated, but strong enough to last a little game. I decided to move only when the ball is on the right side of the screen, limiting his time rection. If the ball can not be caught, it stops.
At this point, I realize that I forgot one of the things more important in a game break. I set up a loop, which one is freed by pressing A to Recapture, or B to exit. Miracle, finally something that works the first time!
Then comes the last part: the main menu. The first version allowed to choose between the two versions with the pad, the decor and the photo showing the selection actuelle.J 'I wanted to make a rotating menu. And that's where I'm planted. And I lost a large part of my motivation for this game
From time to time, sometimes I take the code and modify it a little, add a little extra modes of play, but it is not my main concern.
ends This is how my first history of one of my projects, remained at the stage of pre-project, although I release some versions. By the way, here
the link to download the latest version .
the link to download the latest version .
I'm (almost) that I would continue on, but when?
Subscribe to:
Post Comments (Atom)
0 comments:
Post a Comment