New D-Mod: Dong
Rabidwolf9 is well known for his development files, but after 27 of them here's his first D-Mod: Dong!
Like Pong but Dinkish, hence Dong. Great fun
Like Pong but Dinkish, hence Dong. Great fun
Definitely sounds good; Time to have a go at it!
Pong/Dink crossover was not the first guess at what I thought Dong was. But okay.
I'm working on having the ball be hit at different angles for the next version. I just need to sort out some bugs and it will be done soon (I hope). That is, if other scripting problems don't emerge.
That was awesome hehe
Couple of wee thing's I noticed was
1.your mouse pointer went under the text on the 2nd choice screen - is it supposed to do that?
2. Paddles were occasionally being passed thru by the characters as I belted them across the screen...
my fav character is of course Mr Piggles Who is like a ninja pig... hes AWESOME
3. He can also get thru the paddles and occasionally hit the outside edge and he doesn't die but gets flicked back for a win by me against the computer *Crowd goes wild MsDink wins YAY YAY*
Rather a fun wee game tho - The emo - screaming - little girl had me laffin out loud and I particularly enjoyed how she did her swan dive off the edges when I missed and the squishy sound when I hit her!
The duck also occasionally goes right through my paddle tho ... and won't let me smak/hit that feathered blood spurting thing See pic Quackers stuck in loop? he went back and forth here till I smaked him 5 or 6 times
All in all quite a giggle of a game - Loved the sounds when you picked the character as well. Well done rabidwolf9
Couple of wee thing's I noticed was
1.your mouse pointer went under the text on the 2nd choice screen - is it supposed to do that?
2. Paddles were occasionally being passed thru by the characters as I belted them across the screen...
my fav character is of course Mr Piggles Who is like a ninja pig... hes AWESOME
3. He can also get thru the paddles and occasionally hit the outside edge and he doesn't die but gets flicked back for a win by me against the computer *Crowd goes wild MsDink wins YAY YAY*
Rather a fun wee game tho - The emo - screaming - little girl had me laffin out loud and I particularly enjoyed how she did her swan dive off the edges when I missed and the squishy sound when I hit her!
The duck also occasionally goes right through my paddle tho ... and won't let me smak/hit that feathered blood spurting thing See pic Quackers stuck in loop? he went back and forth here till I smaked him 5 or 6 times
All in all quite a giggle of a game - Loved the sounds when you picked the character as well. Well done rabidwolf9
It's called Dong and it involves hitting balls. What a classic.
I can't really do anything about the text (notice it does that on the version as well.) Text is always on top of everything.
As for going through the paddles.. I'm not sure what to do about those. The trajectory is recalculated when the ball hits something via damage procedure. It sounds like the Dink engine could be messing up in calling the procedure someway or another due to too many collisions too fast or something of the like. I didn't really have this problem in my extensive testing.
As for going through the paddles.. I'm not sure what to do about those. The trajectory is recalculated when the ball hits something via damage procedure. It sounds like the Dink engine could be messing up in calling the procedure someway or another due to too many collisions too fast or something of the like. I didn't really have this problem in my extensive testing.
This D-Mod is amazing. The AI scripting is very impressive, yet the gameplay is so simple and fun. With an update that polishes this up a bit, it's a DOTY contender for me (and we're just in february!).
GOD! The game is awesome but Benny Hill soundtrack is starting to annoy the hell outta me!!
Skorn, assuming you read this, your review was rejected for talking utter rubbish; strongly criticizing the scripting in a d-mod such as this doesn't hold water, I'm afraid.
That's all.
That's all.
Figured it would get annoying. I just pulled random tracks from whatever DMOD was on my computer. Which turned out to be PQ
I'm open to suggestions for MIDIs since the whole 'soundtrack' was rushed in. If I can come up with some more, there might even be a music randomizer implemented.
I'm open to suggestions for MIDIs since the whole 'soundtrack' was rushed in. If I can come up with some more, there might even be a music randomizer implemented.
I have an extensive midi collection; Mostly in storage for FoD, but if I find something to suit I'll let you know and give you a link.
Pretty cool. I wish I could choose a classic layout, with a black background, white paddles and a rectangle as a ball, though.
I like this. I'll review it once rabidwolf has done updating it. I would have liked to be able to stop the paddle by tapping the key of the direction i'm moving in though.
>2. Paddles were occasionally being passed thru by the characters as I belted them across the screen...
I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that.
>I can't really do anything about the text (notice it does that on the version as well.) Text is always on top of everything.
text has sprite numbers (say() will return the number). have you tried setting the sp_que?
>2. Paddles were occasionally being passed thru by the characters as I belted them across the screen...
I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that.
>I can't really do anything about the text (notice it does that on the version as well.) Text is always on top of everything.
text has sprite numbers (say() will return the number). have you tried setting the sp_que?
> "I would have liked to be able to stop the paddle by tapping the key of the direction i'm moving in though."
Good idea. Consider it done.
>"I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that."
Speed is already increased solely by decreasing sp_timing. That's why the speed stops increasing when it does. For the next version I have to fiddle with the sp_mx,sp_my to make it speed up more, which inevitably may be a bad idea if this is the case. I'll try to mess with the hardbox of the paddles and see if that helps. I just realized I don't think I set sp_range. That could possibly help.
>"text has sprite numbers (say() will return the number). have you tried setting the sp_que?"
I just tried and it doesn't work.
Good idea. Consider it done.
>"I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that."
Speed is already increased solely by decreasing sp_timing. That's why the speed stops increasing when it does. For the next version I have to fiddle with the sp_mx,sp_my to make it speed up more, which inevitably may be a bad idea if this is the case. I'll try to mess with the hardbox of the paddles and see if that helps. I just realized I don't think I set sp_range. That could possibly help.
>"text has sprite numbers (say() will return the number). have you tried setting the sp_que?"
I just tried and it doesn't work.
Might want to add some better physics too... at the moment, the ball seems to reverse direction independently of the movement of the bat, which makes the game very simplistic (e.g. you can't aim the ball). If you could somehow control the speed of the bats and make some of the bat's momentum transfer to the ball (e.g. if the bat is moving down, the ball will move down instead of just reverse directions). It'd help to move the ball with a DinkC loop (like how the arrows move in MouseDink) so that you can have more than 8 directions..
That's a great midi... but what's the relevance?
Edit: Ugh. Shame the ending is so horrid.
Edit: Ugh. Shame the ending is so horrid.
ATM, if the bat is moving downward upon collision, the ball will also move downward etc..
Also, the angle of deflection is determined by the position of ball/bat on collision, so if it hits dead center it will fly in more of a straight fashion and if if hits the edge of the bat then it will fly more towards the 'walls' of the board.
I think that's what you meant. It's already been implemented. There's just a bug I can't seem to find in this which is holding up the next release..
Also, the angle of deflection is determined by the position of ball/bat on collision, so if it hits dead center it will fly in more of a straight fashion and if if hits the edge of the bat then it will fly more towards the 'walls' of the board.
I think that's what you meant. It's already been implemented. There's just a bug I can't seem to find in this which is holding up the next release..
Perhaps he thinks it would be good for Dong?
Turns out the bug was an extra space while modifying a variable. Practically invisible and hidden by an extensive amount of false errors.
I'm still looking for more MIDI tracks. And if anyone can make a better base board (the one for the duck as the ball) then let me know because mine sucks.
I'm still looking for more MIDI tracks. And if anyone can make a better base board (the one for the duck as the ball) then let me know because mine sucks.
Been thinking about this and wondered if you could (or would want to...)make the "balls" ie duck, piggy etc have health bars and as you get through the levels there are spikes to avoid and you have to get the right trajectory when smaking them so you avoid said spikes or holes and can collect items as you go through the levels (Like hearts - speed or slow for x amount of time...and so on...)
*shrugs* ...
*shrugs* ...
Way to Dinkify a classic game Rabidwolf9. I found it very amusing and a nice idea to do something different from the normal d mod. Perhaps a Dink version of Pac Man next?
As Someone said, it would have been nice to be able to stop the paddles. I noticed the computer opponent could. But all in all a fun game to play when you want to take a break from questing. Nice job.
As Someone said, it would have been nice to be able to stop the paddles. I noticed the computer opponent could. But all in all a fun game to play when you want to take a break from questing. Nice job.
I uploaded a preview of v1.01 to youtube. It shows stopping paddles, the small change to AI and (most noticeble) the different angles the ball can be hit now.
Video Here
@MsDink:
That seems a little over the top. Power-ups could potentially work, but aren't being implemented in this upcoming version.
Video Here
@MsDink:
That seems a little over the top. Power-ups could potentially work, but aren't being implemented in this upcoming version.
@MsDink: Sounds to me like you want some kind of Magic Challenge mode...
Heh heh always pushing the envelope
@Skull - well... what can I say...
@Skull - well... what can I say...
Extra balls was actually planned originally. I'd have to recode a lot of stuff to make this work. Maybe it'll happen, maybe it won't. I've no plans on doing any big scripting anytime soon.
Please tell me you'll release the new version this month!
I hate deadlines, but that's still a few weeks, so sure why not
After putting it off for a few weeks, I'm back working on the next version. I just need to do a little detailing here and there and come up with a new MIDI for losing the match (help!?). Here's the list of changes.
v1.01 changes
----------------
*New level Classic Pong
*Duck level redone
*Paddle is stoppable by pressing direction your paddle is traveling
*Paddle travel direction determines direction of ball's trajectory
*More angles of trajectory
*Ball gets faster max speed (unlimited)
*Better AI
*Changed game score default to 5
*Fixed tiling errors
*Attempted to fix bug that causes ball to pass through paddle
*Each level now has own MIDI
v1.01 changes
----------------
*New level Classic Pong
*Duck level redone
*Paddle is stoppable by pressing direction your paddle is traveling
*Paddle travel direction determines direction of ball's trajectory
*More angles of trajectory
*Ball gets faster max speed (unlimited)
*Better AI
*Changed game score default to 5
*Fixed tiling errors
*Attempted to fix bug that causes ball to pass through paddle
*Each level now has own MIDI
Sounds very promising, rabidwolf. Looking forward to the next release.
When you say you need a MIDI for a lost match, do you want like, a complete track, or just a DUN DUN DUUUUUUNNNNNN?
When you say you need a MIDI for a lost match, do you want like, a complete track, or just a DUN DUN DUUUUUUNNNNNN?
Something short. Similar to the winning MIDI which is the theme when Mario beats a level. Heck, I'd probably change that one too if I could get a better one.
Not quite. Those are a completely different style than what I need.