JezzBall

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JezzBall

Postby RackhamLeNoir » Sat Apr 08, 2017 3:08 pm

Hi,

Since I backed the MakerBuino kickstarter, I thought I could contribute with games. So I implemented this game I used to play on my TI-89 calculator.

Image

The goal is to isolate bouncing balls by splitting the game area.

Since I don't have a hardware console for the moment, I only tested it with an emulator. I would be delighted to get feedback from people owning a console. Feedback in general is much appreciated.

The game is hosted on Github: https://github.com/RackhamLeNoir/gamebuino-jezzball
You can download the releases here: https://github.com/RackhamLeNoir/gamebu ... l/releases
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Re: JezzBall

Postby Sorunome » Sat Apr 08, 2017 11:22 pm

OOooooooh, I love jezzball! Doesn't it date back to windows 95 or something?

*checks wikipedia*

apparently published 1992 for windows ^^
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Re: JezzBall

Postby Georgian » Sun Apr 09, 2017 12:31 pm

Great job. Thank you. I had to rename the hex file to JEZZBALL.HEX in order to be able to see it on the game list.
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Re: JezzBall

Postby RackhamLeNoir » Sun Apr 09, 2017 5:11 pm

I'll keep this in mind for the next releases. Thank you!

Does it work well on the console? Not lagging?

I'm glad there are JezzBall fans around. Don't hesitate to give me feedback or propose improvements.
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Re: JezzBall

Postby RackhamLeNoir » Sun Apr 09, 2017 5:44 pm

By the way, now because of you Sorunome I lost THE GAME. I was winning all this time, and I didn't even know about it! :lol:
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Re: JezzBall

Postby Georgian » Mon Apr 10, 2017 6:06 pm

Well in my opinion there could be one improvement and it is that the A and B button should be swapped. I alway press A to draw the border and i miss the chance because i rotate the cursor :D
No lagging works great for me.

I too lost the game because of Sorunome :))
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Re: JezzBall

Postby RackhamLeNoir » Mon Apr 10, 2017 7:36 pm

Thanks for your feedback!

Well, it is better to miss a draw than drawing when you would like to rotate. :)

I think I'll do a poll at some point about this. For the time being I wait until I get the console and try it myself. In the worst case if it bothers you, you can fork the code and change it yourself. This is not a difficult modification. :)
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Re: JezzBall

Postby Sutchig » Tue Apr 11, 2017 8:54 am

Hi,

played your game on real hardware and it works fine.
(I swapped the buttons ;) - its more intuitive for me that A-button is "Action" :))

In your code you often use the primitive type (unsigned) int. Its not the preferred type on 8bit Atmel, as int is 16bit.
Mostly you can stick with char or byte (lives, numballs...) as they will never reach 127 or 255. This will save memory (flash and ram) and CPU usage. (both are not a problem at the moment)
See: http://gamebuino.com/wiki/index.php?tit ... data_types
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Re: JezzBall

Postby RackhamLeNoir » Tue Apr 11, 2017 10:58 am

Thanks for your feedback.

Usually on microcontrollers I use uint8_t, uint16_t, uint 32_t and so on to know exactly the size of my variables. I admit it is currently a bit chaotic, I have to factorize my code, it is a big mess. For the time being I'm focused on making other games. I'm working on something like this: posting.php?mode=reply&f=17&t=3668
I also would like to make something like this: http://www.ticalc.org/archives/files/fi ... /8206.html
But this one requires more work since there is level design work to do.

Anyway, I will look at optimization at some point. :)
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Re: JezzBall

Postby RackhamLeNoir » Mon May 01, 2017 9:45 am

I made a new release: https://github.com/RackhamLeNoir/gamebu ... ses/tag/v2

Upon request, I swapped the buttons. I also used uppercase letters for compatibility issues.

Besides that I split the code into modules. It should be much easier to read. I used the smallest variables I could everywhere, used inline when possible. I optimized allocation of the balls array, which should be much better when a line is finished. I ended up re-coding almost everything from almost scratch. I hope the overall performance is better and not worse. :lol:
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