1/10/2024 0 Comments Frozen bubble swf![]() A menu to start the game - final graphics for menu actions are still to be done of course. Now there are realtime graphical effects between game screen changes, this one is the "blind" effect ("store" in french). The eighth bubble arrives, it's the orange one. Now we have many many levels for single-player, you can get addicted and play during long winter evenings :-). ![]() Redrawn "malus" symbols (well, bananas and tomatoes for me). First incarnation of the single-player game mode, rather beautiful IMO ! A very nice penguin-oriented transparent thingy for the pause. At the end of the game, I "destroy" winner's bubbles, this looks real nice! Yo, I can animate the "destroying" bubbles, it's uber cool. Finally the "hurry" will look like that. Contrast is enhanced, blurring disappears at the top of the screen, and two planches are used to show 1p and 2p fields. Updated black and white bubbles from Amaury (this time they look really perfect for me), Ayo changed the planch by a grid on top of "Next" bubble, I implemented a "Pause" (and drawed again the graphics p) (and I had headache debugging a SDL_Surface problem but this doesn't show on the screenshot.). Implementing the "hurry" mechanism, where the computer throws the bubble of a player if he doesn't do it after 7 seconds - and I drawed the logo with Gimp p. Actually the planch was designed to be located here (while I'm still not convinced.). "Next" bubble now has a wood planch above it, yet it's a bit too large I think. He tries to move black bubbles to less dark ones, but now they have two colors and it doesn't look vastly better :-(. We now use a less soft background to enhance contrast of the whole. Amaury changed his brown bubbles for black ones which I don't like at all (I think they're too different from the rest). This is 2 minutes of coding but actually the visual effect is pretty nice :-). Implementing the end of the game, where all bubbles of the loser "transform to stone" from the bottom to the top of the screen. Integrating Amaury's new bubbles, with Ayo's prelight effect (yellow light on last column of left player). Setting up a prelight on bubbles (using a whole white bubble for a beginning) (it's used for when the bubbles shake, in the original game). Now Ayo-pinguins are different (purple/green) and located at different places. well in two words, for speed), finished version of the sender-canon-machinery with some wood material, quite nice. New bubbles without alpha (I can't have alpha on the bubbles because of. I can send the "malus" bubbles, the "functionality" of the game is nearly finished! A more definitive version of the canon-launcher, and the design of the "machinery" beside next bubble. Trying a second solution for the shooter: a canon "sender" below the bubble. Trying a first solution for the shooter: a sort of "canon" over the to-be-launched bubble. More coloured bubbles, a location to print scores, and the two nice small Ayo-pinguins at the top. Bubbles, pinguins and igloos designed by Ayo. First background by our superb graphist ayo73. We can already decide for the size of bubbles and location of playground. After a few days of work, the first working prototype (where "bubbles" are actually the CD-ROM icon from KDE with a modified hue p).
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