It takes balls to write this game
February 24th, 2007 by dastelsI’ve started writing up some of what I’ve learned and done on my DS game adventure. Now that I have balls working nicely, I’ll start with that.
You can read it (it’s a PDF) here.
I’ve started writing up some of what I’ve learned and done on my DS game adventure. Now that I have balls working nicely, I’ll start with that.
You can read it (it’s a PDF) here.
I just added support for balls in motion to interact.. bouncing off each other in a reasonably realistic way. There still some tweaking but the physics of the game are coming along nicely.
Also, I’ve started writing up some of my experiences. I’ll have that available shortly.
The other night I added a brick type that will release a ball when hit. That puts another ball in play. I also added a couple more levels and a way to select one at the start of a game.
Here’s a video of the latest version of my breakout project (click the image to play).
Things to notice:
Tonight I converted ball movement from being based on X & Y change values (which were added to the ball position each time through the game loop) to being vector based. A bit more math, but it’s much more flexible.
Once I had that working, I added a velocity vector to the paddle to reflect it’s movement. This vector had a magnitude of 0.25 when the paddle was moving and 0 when it was still. The angle was 0 or PI, when the paddle was moving right or left, respectively.
Then I had the paddle collision handling add the paddle velocity to the ball’s velocty vector. This gives the abiity to slice the ball when returning.. letting the player manipulate the speed and angle of the ball.
These fairly small changes really improve the feel of the game.
My Breakout project is coming along nicely. Since the last post I’ve added:
I think the next thing on the list is to add more advanced collision physics (e.g. being able to slice the ball).
Also, I’ll get a video up shortly.
Over the holidays I’ve been (when not playing FFIII, Magnetica, or Pokemon Diamond) working on my first DS project: a breakout game.
Tonight I got all the basic gameplay elements working:
Next I’ll add scoring, and a limited number of balls.
I’ll post a video here shortly.
Hi!
Welcome to nds-homebrew.net.
This site/blog is a result of our entry into the world of writing software for the Nintendo DS. When we recently upgraded our handhelds from GBA-SPs to DS Lites we were so impressed by the capabilities of this platform that (being uber-geeks and writing software for fun as well as profit) we just had to have a go at writing software for it.
The problem was how. After some time googling we came up with some basic information (I’ll put together a separate resources page over time). The problem was that overall, it was disappointing. Some of the material was great.. but only covered specific areas. Other material was spotty… as Nancy said “There’s lots of great tables of contents”.. alas most had only a few chapters/topics that contained any information. Also, most of the material was very poorly written.
We decided to have a go at addressing those problems. That’s part of the reason behind this site. We also wanted to document our progress. We hope you enjoy what we put here. Let us know if you find it useful or entertaining.