Quidditch

Here’s what happened to me as I went through your screens.

I went to the tutorial and sat there watching. It didn’t occur to me to actually press a key, so nothing happened. I just saw the first message about movement keys. Had to hit escape to get started again. (Include a “hit any key to continue” sort of message?)

Same thing happened with the “watch game” as I did not know to hit “P” to get out. I tried things like space-bar and esc and enter. Had to close and restart again.

Finally I got a game going, and was getting messed up badly by the black objects. I was trying to fly away from them rather than bat them. I don’t know why I was resisting trying the bat key. Probably if I had gone through the tutorial in a proper fashion, then I would have been batting from the start.

About the black guys, they sometimes both occupy the same paths, which I assume was not your intention. Do they “heat seek” the closest player? I was trying to go places so they would veer off of me and onto the opponent. This might have worked but the opponent is able to bat them over in my direction, even if I’m all the way across the screen.

Finally, figured out all the keystrokes and made it through the tutorial. Still, the “watch game” maybe should have a message about hitting “P” to get out.

Oh, when I am in the Applet start, if I click on the image, the game does not start. It only works when I click on the text under the image.

Here is a strategy that you might want to do something about: ignore the red, let the opponent get the first 10 pts. Just focus on the yellow. Since the red never comes back into play, you can do this indefinitely at zero cost! Better: if there is a time limit after which the red gets kicked into play? That may not be “cricket” in terms of how the rules of the game goes, but there should be a way that the opponent can rack up points if you ignore it, there should be a cost. Don’t you agree?

The yellow could be harder to get. I agree with others that say it could be more unpredictable. I’m guessing you put it up high as the assumption is that the players will more likely be in the middle strata? There could be a “mild” avoidance AI routine on the yellow to set it on its way, so, for example, if the players are near the top waiting for it, it could come out the middle or bottom instead.

Will things get harder at higher “levels” of play? For example, more black balls? More intellegent AI for both the opponent and the yellow?

My wife saw me playing and I almost got her to join in. I should have just shown her the controls instead of letting her work through the interface. She got a bit impatient with trying to figure out the tutorial navigation (we got stuck in the “watch game” section again). Her tastes are more towards “Gem Drop” or “Farm Frenzy” type games, though occasionally goes for strategy games (big Civilization fan). So, I’m afraid I didn’t get us to where we tried it out as a two-player. “Master Chef” was on the tube, another distraction. Oh well.

She did say she thought the two players looked too much alike, even with the head difference. I’m doing okay tracking them. I think I can track them better because I was understanding my controls, whereas she hadn’t gotten to where she was flying them around yet.

Would it be better if there was a slight amount of gravity on the players? I found I could just sit and wait for the yellow. If there was a slight inclination to drop, sitting in wait would require a bit more work.

The AI for the opponent is kind of one-dimensional. It goes to the top corner and fires a shot that can’t possibly go in. Then goes up and down. Sometimes it bats the red in, but I never saw it shoot it in.

I could swear I saw scores occur on a bounce (not 100% sure), but the instructions say no bouncing to score.

Having to return to the mouse to restart (when selecting single player game), when everything else is a keystroke, is kind of annoying in a mild sort of way. If there were a keystroke path to restart I would probably play more games in a row.

I hope there are some observations here that prove useful for you. Thanks for making the game. It was fun once I started getting the hang of it. By the way, play and animation IS smooth. Congratulations on that.

Thanks for your feedback!

[quote=“philfrei,post:21,topic:36951”]
I thought about doing that, but I didn’t want to have too much text displayed at any one time. For a future version, I’ll probably make the tutorial more obvious.

[quote=“philfrei,post:21,topic:36951”]
That’s fair. I was hoping that “P to for pause menu” was an unwritten rule for everybody, but I guess I can’t rely on that. Maybe I should have a reminder displayed in the corner or something.

[quote=“philfrei,post:21,topic:36951”]
Yeah, the best bet with them is to bat them away. You can dodge them, especially if your opponent is behind you, but it’s usually better to hit them with your bat.

[quote=“philfrei,post:21,topic:36951”]
Yeah, I know that happens, and I was pretty much okay with it. And yeah, they default chase the closest player, unless they’ve been hit with a bat, in which case they fly in the direction of the opponent for a moment before resuming their “heat seeking” behavior. Which means that you can bat them across the screen too, so that’s why batting them is almost always better than dodging them.

[quote=“philfrei,post:21,topic:36951”]
Hmm, I’m not sure what you mean. The applet should simply pop up a fullscreen JFrame (which you can restore to a resizable window). Clicking the applet should bring that JFrame to the front.

[quote=“philfrei,post:21,topic:36951”]
Haha yeah I realized that strategy, but that’s no fun! Plus it makes a bit of sense to allow, as I think that might work in “real” Quidditch as well. I could have the Quaffle (that’s the red one) slowly bounce out from behind the goal or something.

[quote=“philfrei,post:21,topic:36951”]
I went back and forth on how to handle the Snitch (the yellow one). I wanted it to be hard enough to get, but not so hard that games went on forever. Ultimately, I decided that shorter games were better, otherwise people might be bored. I suppose I could have that be an adjustable setting.

[quote=“philfrei,post:21,topic:36951”]
I haven’t really thought about it yet, but I suppose. Or maybe you would have to play a 2-on-2 or 3-on-3 game, something like that.

[quote=“philfrei,post:21,topic:36951”]
Aw man, I’d be curious to hear about what would have happened if you had just told her the controls.

[quote=“philfrei,post:21,topic:36951”]
That’s fair. I’d need to find an artist for any other versions, as the art is pretty much the best I can do for now.

[quote=“philfrei,post:21,topic:36951”]
Maybe, but I’m not sure how “real” broomsticks act. Do they float or do they drop? Plus it’s no fun to just wait up there!

[quote=“philfrei,post:21,topic:36951”]
Oh yeah, the AI is extremely simple. I added it mostly as an afterthought and a way to test without having to control both players at once. I would have to revamp it for any future versions.

[quote=“philfrei,post:21,topic:36951”]
You can bounce it off the ground, but you can’t bounce it off the wall and then into the goal from behind. You can bounce it off the wall, then to the other goal (from the front), but just not from behind.

[quote=“philfrei,post:21,topic:36951”]
I thought about that as well, but in the end I just got lazy. I’d need a better main menu for future versions, if I ever come back to this game.

[quote=“philfrei,post:21,topic:36951”]
Yep, very useful, and thanks for taking the time to play it. I’m sorry you had such difficulty with it, but I’ll keep the things you said in mind for games I make in the future.

Sorry I wasn’t clearer.

On the screens where one is presented buttons, e.g., “Applet”, “Webstart”, “Source”, “Jar”, the entire button works fine in Firefox, but the area with the player graphic (blue sky background) will not respond when clicked on my IE8. Somehow, the image graphic interferes with the button function.

Did someone say there was an IE9 now? Maybe that works better. I’m surprised (if there is one) that Microsoft hasn’t been bombarding me with ads to upgrade.

Nothing to apologize for about my lack of navigation skills. These were just momentary bumps in the road–I was able to figure things out pretty quickly. I was just reporting them as you are collecting feedback.

Applet will not load on Mac OS X Safari.


7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]	load: class Quidditch not found.
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]	java.lang.ClassNotFoundException: Quidditch
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletClassLoader.findClass(AppletClassLoader.java:181)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletClassLoader.loadClass(AppletClassLoader.java:144)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletClassLoader.loadCode(AppletClassLoader.java:662)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletPanel.createApplet(AppletPanel.java:807)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.plugin.AppletViewer.createApplet(AppletViewer.java:2383)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletPanel.runLoader(AppletPanel.java:714)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at sun.applet.AppletPanel.run(AppletPanel.java:368)
7/19/11 11:31:25 AM	[0x0-0x179179].com.apple.Safari[8938]		at java.lang.Thread.run(Thread.java:680)

Ohhh yeah, I should have a huge disclaimer on all of my sites that says “DON’T BOTHER TRYING TO USE THIS IN INTERNET EXPLORER”. I’m an absolute novice with the html/css/web stuff, and I was thrilled just to get it to work in firefox- fixing it for IE is on my to-do list, but I honestly don’t even know where to start.

[quote=“philfrei,post:23,topic:36951”]
Ugh yeah, I had it working pretty much exactly how I wanted it to in firefox, and then the most recent upgrade of firefox slightly broke it again (at least on my machine, the “Source Code” buttons used to display fine, but now the text is messed up by word wrapping). That’s not a big deal compared to how it doesn’t work at all in IE, but still, why can’t things just work the same in every browser!

[quote=“philfrei,post:23,topic:36951”]
It’s much appreciated. I’m trying to learn as much as I can, and all feedback is definitely very helpful. Thanks again.

That seems strange, since it worked for another guy on mac (although maybe not as an applet), and Quidditch shouldn’t be a class that it’s trying to load anyway (it’s not a class at all). Unfortunately, I have no way to test my stuff on a mac.

Does the Jar or webstart version work?

Or does the applet work from Game Jolt? That’s hosted and handled separately from my own stuff, so maybe they got something right that I got wrong? Link: http://gamejolt.com/online/games/sports/quidditch/5648/

Yes, works on GameJolt, but it’s very choppy.

Thanks for trying it out. If it’s choppy, does it improve if you change the quality from the pause menu?

Also, would you mind trying the applet version from my site again? I think I fixed the problem (I had the “code” attribute set to the name of the jar instead of the name of the applet class, I guess windows machines use the jnlp_href instead), but I have no way to test it.

Seriously, thanks again. It’s okay if you don’t have time; I know it can be annoying to do somebody else’s dirty work for them.

After the game start, I can’t even open the pause menu to do it? maybe you can also feature outside parameter before executing main class.

Weird, you should be able to press P to pause, then press Q to change the quality.

Hi!

How can I throw the quaffle with the player 1? The “how to play” section says “Player 1:/? key”.

@gouesse
That’s exactly what it means, hit the key with the forward slash and question mark above it.

Sorry if it wasn’t clear enough- it’s the key that has the forward slash on it, which on my keyboard is ‘?’ if you type it while pressing shift (you don’t press shift to throw the quaffle).

On my keyboard it’s directly to the left of the shift key, between shift and the .> key, which is the bat key. I hope that makes sense, but if not, you can always remap the controls by clicking the “Redefine Keys” button in the lower left corner of the main menu. Apparently some keyboards don’t have those keys, which I didn’t think about.

Again, thanks for trying to play the game, and sorry if anything was confusing. Hopefully this helps you out.

Sorry, I use an AZERTY keyboard, something standard in France. The forward slash is not on the same key than the question mark on this kind of keyboard. Please could you find a better default key? I will try your suggestion. Thanks.

It would be better if the “how to play” section took into account the changes of keys.

Sure, in the future, I’ll try to use keys that are more standard. But for the time being, that’s why I added the ability to remap the keys to whatever you want them to be. Thanks again for trying it out.

Overall I think the game’s strangely charming. There are quite a few rough edges in the presentation, but I think they’ve been pretty thoroughly discussed already so I won’t add anything. (Rule of thumb: user interfaces are always harder to understand than their creators think they are.)

I only played single-player. Has anyone at all played two-player yet?

I’m always in favour of simplifying controls where possible. Would it work if ‘bat’ and ‘throw’ used the same button, so that you can only bat away the bludgers if you’re not holding the quaffle? That doesn’t seem unreasonable from a gameplay point-of-view.

Maybe you could stress that the game is “Quidditch One-on-One”, and as such shouldn’t be expected to have the same rules as normal Quidditch. :wink:

Simon

But what if I am holding the quaffle and a bludger’s coming my way? I would like to bat it away, not throw the Quaffle :wink:

Quidditch is definitely one of the things I most enjoy about the harry potter series.
I never thought a computer game could be implemented that would be able to be nearly as fun as reading the quidditch games in the books.

My suggestions:
-Could you implement some scrolling, so the map is a bit larger?

-I know it is Quidditch one-on-one, but, instead of just two players, have 2 teams, but you can switch between which player in your team that you can control (like soccer games), while the rest are AI controlled.
-Get knocked back in the direction the bludger travels, further depending on bludger speed, if you get hit hard enough in the head you get knocked to the ground (and possibly knocked out, so you have one less player on your team (if you do have teams).
-Hold down bludger button for power (like in worms with bazooka)
-Hit opponents with bat
-make snitch a lot harder to catch
-Movement is awesome, keep it like it is.

Good game ;D

Oooooh I can just imagine it, an online multiplayer 7 vs 7 Quidditch game!

Yes. Do it! :slight_smile: