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PolyPong - A single-player, powerup-heavy spin on a classic work.

 

 

Hello everybody, I've haunted to forums for a while and thought I'd begin posting my work here as well. PolyPong is based on some ideas presented in Petri Purho's talk, Juice it or Lose it (http://indiegames.com/2012/05/juice_it_or_lose_it_-_a_talk_b.html). I asked myself, "how far can I push something as simple as Pong?" PolyPong is the result. The premise is simple: use the four paddles to keep the constantly spawning balls on the screen. As the game is played, the player receives new powers which alter the way the game is played. PolyPong is easy to pick up and master in a short time--even for people who are not normally very good at games.

 

Play it here: http://creativeinkgames.wordpress.com/2012/10/24/polypong/

 

I'd love to know any of your thoughts. Any feedback is greatly appreciated!

 

-Ryan

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I tested it on my old acer aspire one netbook on chrome and it seemed to go very slow. Sound and music where playing just fine thou. I liked the presentation, simple and neat. I only played as far as getting the force field and the grow powers because the slowness wasn't allowing me to play properly. I wish I could have played longer, the game on the video looks very good.

Also this:

overlaping.jpg

Overlapping text and buttons.

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Yeah, I use my aspire netbook to test low frame rates. There's really not much I can do about that. Fortunately, I don't expect many people who own netbooks expect much performance out of them.

Thanks for the screenshot. I'm fairly certain I know where that's coming from.

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You can do a deltaTime based on time since last frame, then do multiplication with this delta.

If the framerate > base framerate, deltaTime will be < 1 (so reducing each calcul), and if the delta > 1 each calculs will be bigger.

 

If create a deltaTime is to "hard" (it's not the easier way) you can also create a simple timestamp with the last frame, then -> if ( timenow - lastframe > oneFrameDelay ) execute your gameloop 1 time, 2 times, etc... (get it with ( timenow - lastframe ) / oneFrameDelay >> 0 )

 

Hope it's helping

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You're right, delta time is the answer to this, though it's also the problem right now. The sliding effect is controlled by something frame rate independent, while the rest of it is dependent. I just need to force them to agree and all should be well again. The bug only appears during moments of lag, so it hasn't been a huge priority until this point. Because AAG was playing on a slow machine, he saw it every time. Most people never see the bug.

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