Reveal The Picture (TestVersion)

Here is a TestVersion of my ongoing game project named “Reveal The Picture”.I would like to request the community to test it and suggest any changes or modification.Thanks…

Here is the link to my TestVersion :
http://www.mytestingzone.6te.net/rtp.rar

Note : You need JAVA 8 to run the game by clicking on the “Start.bat” file

So hope you will enjoy…

Here is a Screenshot :

Quick tip: Not many people are going to download and play your game when they see they have to manually put together the files. You could use dropbox for example to host the entire project as one file (or one .zip) to make it easier for them to play the game.

You could also use the url function of the forum to make a hyperlink to your download host, makes your game more accessible :wink:

Thanks hwinwuzhere for your tip.I am doing that immediately.

Done…

Nice, much more userfriendly :slight_smile:

The game runs smoothly, here’s a few things I noticed:

  • The platform can go outside of the playfield. I believe it should stop when it hits the side right?
  • When the ball hits a side, it always bounces in a fixed direction. This isn’t really a big problem or anything, but you could make it more advanced to bounce to a direction which it would move to according to logical physics.
  • The picture for when you lose a life and the level restarts is a bit odd in my opinion, you could try to go for a specific style which you vary to make the entire graphical design of the game a bit more unified and less restless. This also goes up for the corners of the game which are a bit unpleasant to watch.
  • The idea of revealing the picture is pretty cool, I personally think it would be even more cool if you’d make it so that you can’t see the picture at all, and you’d have to free the picture bit by bit. Now I can just see it’s spiderman without having to play the game.
  • When you lose the game it starts a new window. Perhaps you could make a nice menu element in which you can navigate to and fro, which would not require starting a new or different window, this really adds up to playing your game as a user.
  • The window which shows up when you lose the game contains a button for restarting (which works fine) and one for going to the main menu, which didn’t work for me (perhaps a bug?).

Anyways, you’ve come a great distance already. These are just a few things I as a user would like to see in any game, which mostly comes down to a unified graphical design.

Keep on the good work!

On a sidenote: What did you use for making a distribution of your game?

This is done to check the presence of mind of the player… ;D (A player should know that his platform must not go out of the screen)…It also makes the game hard…

Its a good advice…I am working on it…but can you give some idea about how should I decide the direction in which to move the ball on collision…

I already mentioned in the instructions of the game that the menu , screens and sounds are not fully developed in this Test version and they will be included in the final version…

[quote]- The idea of revealing the picture is pretty cool, I personally think it would be even more cool if you’d make it so that you can’t see the picture at all, and you’d have to free the picture bit by bit. Now I can just see it’s spiderman without having to play the game.
[/quote]
Very nice advice…I personally felt for this…I think I have to choose some other pics. instead of the spiderman because in the image I have choosen, the content (i.e parts of the spiderman) is spread throughout the height of the picture…Thanks for this advice…

Thanks a lot for the encouragement!!!

I am using notepad till now…

Thanks again for your advices…Pls. help me to determine the direction based on physical logic…

As an IDE? In that case, might I suggest using Eclipse or IntelliJ? Might be a bit easier to use an actual Java IDE for development. I never tried notepad++ for Java, but I guess using Eclipse or IntelliJ might make it a lot easier (with code completion, formatting, etc.)

As for the physics: There are two ways to approach this. You could take as a rule that your ball will only move under a 45 degree angle, in which case you could use fixed direction (i.e. when the ball is moving north-east, and it hits an object on the eastern side of the ball, the direction will change to north-west etc.). However when you want the angle to differ, it will become a little bit more complicated. When the ball hits an object, you need to check the angle on which it hits the object.

Here’s some of my awesome paint skills:

I think the hardest part of it all is determining the position of the oncoming collision with another object.

I think I can’t explain it much better than this (pretty bad at explaining). I’ll try to help you as much as possible, just ask away when you have a question :wink:

Good luck!

As long as the surface normal is axis aligned, the math is pretty trivial. As per your example: you can ignore the 30deg angle, and just flip the velocity on the x-axis, once you collide with a surface which normal is (+1, 0, 0). It’s the same for any normal, ofcourse - aligned or not: reflect the vector using the surface normal. It’s just that in this case we can shortcut the math handling the reflection, and simply do: [icode]ball.velocity.x *= -1[/icode]

Did not even think of that. The simplicity :slight_smile:

Thats exactly what I have done…but I want to make the Physics of the game more realisitic as suggested byhwinwuzhere

The thing is that this is realistic. If you start out with a ball moving in a direction that is a multiple of 45deg, and you bounce it against axis aligned surfaces, the ball will always bounce off in a direction that is a multiple of 45deg.

If you add gravity (or any external force), then you’ll see arbitrary angles, but even in that case, when the surface normals are axis aligned (multiples of 90deg) you can flip the velocity along an axis and the physics will be correct.

If you want to bounce off arbitrary angles (say, bouncing off circles), then you have to look into how to reflect a vector along a (surface) normal.

Yes I know that I can ofcourse use NetBeans and Eclipse (I also have those IDEs) but I feel more comfortable with notepad ;D ;D ;D

I have understood clearly what you are saying…Thanks for your idea…I am trying to implement it…Pls wait…

Yes, Riven is right. I kinda made it sound more complicated than it actually is now that I think of it. What he suggested will provide the same outcome as what I meant. It’s a matter of simplicity. However what I believe Ask meant was that if a ball would hit the side of the rounded platform which you move, it will change the angle when it bounces off. (Which is what I meant with the physics being a bit more advanced.) Plus, sometimes in the prototype Ask uploaded the ball would bounce off into the wrong direction (which is probably just a bug).

Yes what you are saying is right…but in that case the DOC (Direction on Collision) always becomes predictible if we start with an angle multiple of 45deg. while the DOC keeps on changing if we initiate with any other angle (non-multiple of 45 deg).
So I think its better to start with a IDA (initial Directional Angle) other than a multiple of 45 deg.