04-20-2005, 08:19 AM
Well, the subject of the post says it all!
After a couple weeks of sacrificed sleep and homework, I've released Red Jumpy Ball, the first fully featured arcade game (that I know of) for FreeBASIC. It's a remake of a game I tried to program in QB but could never get to function right until now.
Red Jumpy Ball features 5 game play modes in a race against the clock and random hazards to score the highest score possible. Bonuses on the randomly generated levels add a strategic element to the game and keep players (especially my roommates who should be typing papers) coming back for more.
The game play modes are Classic, a One Screen challenge, a Keep It Up challenge where you have to stay off the ground, a Time Attack challenge that's a race against the clock, and a Marathon that takes you through the country of Ecuador in 8 stages which have their own challenges. Completing Marathon mode with 250000+ points opens up a special cheat menu that turns on extra bonuses in the different game types.
I've included the ability to export an encrypted scores list. Think you have a high score? Export them and email the scores.enc file to me. I'll be making a spot on my web page for the top scores in each game type.
The game is available from quickhost.tk:
http://qh2.qbtk.com/505-d
from freebasic.tk:
http://www.freebasic.tk/
and from my Geocities site (unreliable bandwith):
http://www.geocities.com/szrrya/
I'd really appreciate feedback from as many people as care to leave me a message.
I highly recommend reading or at least browsing through the readme so you understand game controls and scoring rules.
Because the game was running slow on machines with XP, I added a speed adjustment option from the main menu. Push S and when the screen pops up, push space for the ball to bounce across the screen. Optimal speed (which I get on machines with Win9x mostly and some XP) will leave 37 on the clock. You can adjust it if you're going too slow. The best I've found if it's too slow is setting the speed multiplier to .78 so another speed test would leave 35 on the clock. You need this to be set properly for the game to play well. Settings are saved, and the code accounts for slower speeds in level generation and player control.
After a couple weeks of sacrificed sleep and homework, I've released Red Jumpy Ball, the first fully featured arcade game (that I know of) for FreeBASIC. It's a remake of a game I tried to program in QB but could never get to function right until now.
Red Jumpy Ball features 5 game play modes in a race against the clock and random hazards to score the highest score possible. Bonuses on the randomly generated levels add a strategic element to the game and keep players (especially my roommates who should be typing papers) coming back for more.
The game play modes are Classic, a One Screen challenge, a Keep It Up challenge where you have to stay off the ground, a Time Attack challenge that's a race against the clock, and a Marathon that takes you through the country of Ecuador in 8 stages which have their own challenges. Completing Marathon mode with 250000+ points opens up a special cheat menu that turns on extra bonuses in the different game types.
I've included the ability to export an encrypted scores list. Think you have a high score? Export them and email the scores.enc file to me. I'll be making a spot on my web page for the top scores in each game type.
The game is available from quickhost.tk:
http://qh2.qbtk.com/505-d
from freebasic.tk:
http://www.freebasic.tk/
and from my Geocities site (unreliable bandwith):
http://www.geocities.com/szrrya/
I'd really appreciate feedback from as many people as care to leave me a message.
I highly recommend reading or at least browsing through the readme so you understand game controls and scoring rules.
Because the game was running slow on machines with XP, I added a speed adjustment option from the main menu. Push S and when the screen pops up, push space for the ball to bounce across the screen. Optimal speed (which I get on machines with Win9x mostly and some XP) will leave 37 on the clock. You can adjust it if you're going too slow. The best I've found if it's too slow is setting the speed multiplier to .78 so another speed test would leave 35 on the clock. You need this to be set properly for the game to play well. Settings are saved, and the code accounts for slower speeds in level generation and player control.