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Laser Hockey DS: Difference between revisions

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Line 26: Line 26:
Exiting the hockey screen causes a memory leak.
Exiting the hockey screen causes a memory leak.


Random "power shots" (Box2D), may be ok?
Random power shots (Box2D), may be ok?


DS for player who exits multiplayer game does not shut off wireless hardware.
DS for player who exits multiplayer game does not shut off wireless hardware.
Line 39: Line 39:


==Changelog==
==Changelog==
'''Internal build 0.6.0 December 31, 2008'''
'''Build 0.6.0 December 31, 2008'''
* Add background music (intro, gameplay).
* Add background music (intro, gameplay).
* Loop background music.
* Loop background music.
Line 50: Line 50:
* Hook into Box2D neon-ball collision to play sounds.
* Hook into Box2D neon-ball collision to play sounds.


'''Internal build 0.5.0 September 5, 2008 '''
'''Build 0.5.0 September 5, 2008 '''
* Using 24-bit color backgrounds again.
* Using 24-bit color backgrounds again.
* Score is drawn under other sprites.
* Score is drawn under other sprites.
Line 59: Line 59:
* Added splash screen that fades in and out.
* Added splash screen that fades in and out.


'''Internal build 0.4.0 May 31, 2008'''
'''Build 0.4.0 May 31, 2008'''
* Cleaned up source code
* Cleaned up source code
* Using Box2D for physics, still needs a lot of tweaking and bug fixing.
* Using Box2D for physics, still needs a lot of tweaking and bug fixing.
Line 70: Line 70:
* Select button exists practice or multiplayer.
* Select button exists practice or multiplayer.


'''Internal build 0.3.4 March 31, 2008'''
'''Build 0.3.4 March 31, 2008'''
* Pressing start will exit Practice...correctly.
* Pressing start will exit Practice...correctly.
* Any player pressing start will exit multiplayer.
* Any player pressing start will exit multiplayer.
Line 77: Line 77:
* Added "Press Start" message.
* Added "Press Start" message.


'''Internal build 0.3.3'''
'''Build 0.3.3'''
* Moved paddle visibility flag into sprite for wifi transfer.
* Moved paddle visibility flag into sprite for wifi transfer.
* Paddle's can send their position.
* Paddle's can send their position.
Line 85: Line 85:
* Fixed paddle and ball positioning across wireless.
* Fixed paddle and ball positioning across wireless.


'''Internal build 0.3.2'''
'''Build 0.3.2'''
* First DS-DS WiFi communication, in title screen.
* First DS-DS WiFi communication, in title screen.


'''Internal build 0.3.1 January 31, 2008'''
'''Build 0.3.1 January 31, 2008'''
* Added status text on connection error.
* Added status text on connection error.
* Wireless no longer turns on before it is supposed to.
* Wireless no longer turns on before it is supposed to.


'''Internal build: 0.3.0'''
'''Build 0.3.0'''
* Added multiplayer buttons Join and Host.
* Added multiplayer buttons Join and Host.
* Added DS-DS initialization.
* Added DS-DS initialization.
Line 98: Line 98:
* Now drawing right before the V-Blank.
* Now drawing right before the V-Blank.


'''Internal build 0.2.0 January 5, 2008'''
'''Build 0.2.0 January 5, 2008'''
* We have a nice looking title screen with a single button for Practice which just launches the same old game with no way out.
* We have a nice looking title screen with a single button for Practice which just launches the same old game with no way out.
* Added a real player two paddle.
* Added a real player two paddle.


'''Internal build: 0.1.7 December 31, 2007'''
'''Build 0.1.7 December 31, 2007'''
* Added the score numbers in Lucida Sans Unicode. It sounds like the most boring font but think that works for this game. Our art director may change this later. Also hooked the actual scores up to the sprites.
* Added the score numbers in Lucida Sans Unicode. It sounds like the most boring font but think that works for this game. Our art director may change this later. Also hooked the actual scores up to the sprites.
* Finally detecting lid closes.
* Finally detecting lid closes.


'''Internal build: 0.1.6 November 30, 2007'''
'''Build 0.1.6 November 30, 2007'''
* The ball can now move between screens. There are actually two balls, one for each graphics engine. However, only the main ball (lower screen) is checked checked for collision detection. The sprites in each screen will wrap and currently using this feature to draw the ball on the top screen when the position goes negative. The same goes for the top paddle so didn't have to rewrite physics methods at all. Forced paddle to be in negative world (yes, that was a Mario reference) so that the negative world ball will collide with it.
* The ball can now move between screens. There are actually two balls, one for each graphics engine. However, only the main ball (lower screen) is checked checked for collision detection. The sprites in each screen will wrap and currently using this feature to draw the ball on the top screen when the position goes negative. The same goes for the top paddle so didn't have to rewrite physics methods at all. Forced paddle to be in negative world (yes, that was a Mario reference) so that the negative world ball will collide with it.
* The ball can travel through the goal. It is keeping a score up to 9 but you can't see it yet.
* The ball can travel through the goal. It is keeping a score up to 9 but you can't see it yet.


'''Internal build: 0.1.4 October 31, 2007'''
'''Build 0.1.4 October 31, 2007'''
* A paddle appears when you touch the bottom screen. You can move it around. If you're not moving too fast, the ball will sort of bounce off of it. That is all. Might leave the physics as bad as it is for now and concentrate on sending the ball to both screens next.
* A paddle appears when you touch the bottom screen. You can move it around. If you're not moving too fast, the ball will sort of bounce off of it. That is all. Might leave the physics as bad as it is for now and concentrate on sending the ball to both screens next.
* Added paddle sprite.
* Added paddle sprite.
Line 116: Line 116:
* Added some simple collision detection.
* Added some simple collision detection.


'''Internal build: 0.1.3 September 30, 2007'''
'''Build 0.1.3 September 30, 2007'''
* This build actually ''looks'' worse than the last one. Dropping pretty pictures for functionality. Wanted to learn how to use the 2D graphics engines in graphics mode so drew parts of the neon bars and the ball using a simple 16-color palette. It is now displaying the backgrounds and ball (finally a moving ball) using character and screen data however, the game is still not ''playable''. For people without a hardware setup, bundling NO$GBA (a Nintendo DS emulator) with this release.
* This Build  actually ''looks'' worse than the last one. Dropping pretty pictures for functionality. Wanted to learn how to use the 2D graphics engines in graphics mode so drew parts of the neon bars and the ball using a simple 16-color palette. It is now displaying the backgrounds and ball (finally a moving ball) using character and screen data however, the game is still not ''playable''. For people without a hardware setup, bundling NO$GBA (a Nintendo DS emulator) with this release.
* Removed full color bitmap image to allow using graphics mode.
* Removed full color bitmap image to allow using graphics mode.
* Learned how to use 16x16 color palette.
* Learned how to use 16x16 color palette.
Line 124: Line 124:
* Added spinning ball sprite.
* Added spinning ball sprite.


'''Internal build: 0.1.1 August 31, 2007'''  
'''Build 0.1.1 August 31, 2007'''  
* Grabbed one side of the board from Wii Play and converted it to a DS-sized screen. It uses both 2D engines to display the screen on the upper and lower screen. The code from June release was not really how it was intended to be implemented the paddle so it is not included in this build. In other words, this build just puts a picture on each screen.
* Grabbed one side of the board from Wii Play and converted it to a DS-sized screen. It uses both 2D engines to display the screen on the upper and lower screen. The code from June release was not really how it was intended to be implemented the paddle so it is not included in this Build . In other words, this Build  just puts a picture on each screen.


<br>
<br>
[[Category:DS homebrew games]]
[[Category:DS homebrew games]]
[[Category:Homebrew arcade games on DS]]
[[Category:Homebrew arcade games on DS]]

Revision as of 23:56, 5 Haziran 2021

Laser Hockey DS
File:Laserhockeyds.PNG
General
Author(s)Moose At Play
TypeArcade
Version0.6.0
LicenceMixed
Links
[Media:Laserhockey06ds.rar Download]
Website
Advertisements

<htmlet>adsense</htmlet>


Laser Hockey DS is a DS homebre game ported from Laser Hockey on Wii Play.

User guide

Project similar to tennis, move the platform to hit the ball into the opposing goal.

Controls

Stylus - Move platform

Known issues

Game banner icon is still messed up.

Add touch panel code to prohibit Join/Cancel loop.

Exiting the hockey screen causes a memory leak.

Random power shots (Box2D), may be ok?

DS for player who exits multiplayer game does not shut off wireless hardware.

Cancel wireless codepath executes on startup? Possibly emulator only.

Paddle colors are wrong on child in multiplayer.

Ball looses a lot of vertical velocity after hitting walls eventually settling on a single Y coord.

Fast moving paddle moves through the ball.

Changelog

Build 0.6.0 December 31, 2008

  • Add background music (intro, gameplay).
  • Loop background music.
  • [BUG] Host/Join Cancel button never pops up after tapped once.
  • Add sound effects.
  • Hook into Box2D paddle-ball collision to play sounds.
  • Removed paddle-neon collision from Box2D with ContactFilter, doing it manually with bounding box.
  • Moving your paddle into the goal area is no longer allowed by design.
  • Randomizing which wall sound gets played on each contact.
  • Hook into Box2D neon-ball collision to play sounds.

Build 0.5.0 September 5, 2008

  • Using 24-bit color backgrounds again.
  • Score is drawn under other sprites.
  • The ball is much smaller.
  • The paddles are much smaller.
  • Added glow as a separate translucent sprite behind ball.
  • Added glow as separate translucent sprites that draw behind paddles.
  • Added splash screen that fades in and out.

Build 0.4.0 May 31, 2008

  • Cleaned up source code
  • Using Box2D for physics, still needs a lot of tweaking and bug fixing.
  • Huge improvement. Took almost two months to add though.
  • Re-initializing memory between screen changes.
  • Remove remnants of old placeholder engine.
  • Using Box2D's body rotation for the sprite rotation.
  • Player 2 takes control of Update when ball is in his/her court.
  • Vast improvement in responsiveness of game.
  • Select button exists practice or multiplayer.

Build 0.3.4 March 31, 2008

  • Pressing start will exit Practice...correctly.
  • Any player pressing start will exit multiplayer.
  • Cleaning up after each screen.
  • Sending score over.
  • Added "Press Start" message.

Build 0.3.3

  • Moved paddle visibility flag into sprite for wifi transfer.
  • Paddle's can send their position.
  • Players must both press Start to begin multiplayer game.
  • Ball position is now sent over from host.
  • Parent will do all the gameplay processing.
  • Fixed paddle and ball positioning across wireless.

Build 0.3.2

  • First DS-DS WiFi communication, in title screen.

Build 0.3.1 January 31, 2008

  • Added status text on connection error.
  • Wireless no longer turns on before it is supposed to.

Build 0.3.0

  • Added multiplayer buttons Join and Host.
  • Added DS-DS initialization.
  • Extra update when performing screen switches.
  • Now drawing right before the V-Blank.

Build 0.2.0 January 5, 2008

  • We have a nice looking title screen with a single button for Practice which just launches the same old game with no way out.
  • Added a real player two paddle.

Build 0.1.7 December 31, 2007

  • Added the score numbers in Lucida Sans Unicode. It sounds like the most boring font but think that works for this game. Our art director may change this later. Also hooked the actual scores up to the sprites.
  • Finally detecting lid closes.

Build 0.1.6 November 30, 2007

  • The ball can now move between screens. There are actually two balls, one for each graphics engine. However, only the main ball (lower screen) is checked checked for collision detection. The sprites in each screen will wrap and currently using this feature to draw the ball on the top screen when the position goes negative. The same goes for the top paddle so didn't have to rewrite physics methods at all. Forced paddle to be in negative world (yes, that was a Mario reference) so that the negative world ball will collide with it.
  • The ball can travel through the goal. It is keeping a score up to 9 but you can't see it yet.

Build 0.1.4 October 31, 2007

  • A paddle appears when you touch the bottom screen. You can move it around. If you're not moving too fast, the ball will sort of bounce off of it. That is all. Might leave the physics as bad as it is for now and concentrate on sending the ball to both screens next.
  • Added paddle sprite.
  • Hooked paddle sprite up to touch screen input.
  • Added some simple collision detection.

Build 0.1.3 September 30, 2007

  • This Build actually looks worse than the last one. Dropping pretty pictures for functionality. Wanted to learn how to use the 2D graphics engines in graphics mode so drew parts of the neon bars and the ball using a simple 16-color palette. It is now displaying the backgrounds and ball (finally a moving ball) using character and screen data however, the game is still not playable. For people without a hardware setup, bundling NO$GBA (a Nintendo DS emulator) with this release.
  • Removed full color bitmap image to allow using graphics mode.
  • Learned how to use 16x16 color palette.
  • Added character background for glow.
  • Added character background for neon.
  • Added spinning ball sprite.

Build 0.1.1 August 31, 2007

  • Grabbed one side of the board from Wii Play and converted it to a DS-sized screen. It uses both 2D engines to display the screen on the upper and lower screen. The code from June release was not really how it was intended to be implemented the paddle so it is not included in this Build . In other words, this Build just puts a picture on each screen.


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