Baneling Bobble
This project is currently in the Beta stage and is currently on Battle.net
This is a map that I've been working on inspired by the Bust-A-Move games, but with SC2 style! I've tried to recreate the feel of the classic multiplayer arcade game with the layout and the ability to still see all the player's screens. As mentioned above, the game is still in Beta but is open for play on Battle.net. Try it out and please let me know what you think so far of the progress!
How to play:
Control a baneling sitting at the bottom of the screen that launches units. Aim the baneling to the top of the screen toward the other units. Matching three or more of the same type will destroy the units from the field. Outlast your opponents to win!
Moving the mouse aims your baneling and the left mouse button will launch your next unit.
Connect three or more units of the same type to destroy them. Any units no longer connected to the top will be sent to your enemy's screen.
If your units go below the board, you lose.
Features:
- Up to 4 player arcade action!
- Unique in game music (courtesy of Indigo Rain).
- Rating system.
- Single player gameplay.
Upcoming Features:
- Improved AI.
- More game modes.
@Jentzsch: Go
I forgot to come back on the stack bug with the corners. I think you fixed it by making the regions a little bit smaller. Your trigger works with: when unit leave region it will be replaced. Making it smaller now fix the stacking bug, but it has also impact on the gameplay. It is much harder to do well bounce on side with only 1 ball space because it will leaves the region faster and be replaced faster.
If you did not make the region smaller, eh... well, i had that feeling. Haha.
@Scbroodsc2: Go
This is already going to be addressed in the next patch by increasing how much energy you gain. Hopefully it'll fix that issue while still keeping the special units as a bonus instead of the norm.
Yup, I noticed this too, it's already in the next patch. It made it into .06 because it looks fine for player 1 :P
Easy enough to fix :)
I'll see what I can do :)
Yea, as it stands right now, the Ultralisk is the most powerful. Especially with the energy rate change mentioned above, I'm going to tone it down a bit. That will be done either by not letting it bounce off walls, or limit the number of units it can trample, etc.
I will look into this, thanks for the screens and replay!
@Jentzsch: Go
Great. The effect of eatch of those works correcttly as far as I saw. I couldn't test many times however because getting that energy is either very long or instantly filled cause of a good shot. I think it should be more constant...
Anyway, I've played 1 game and saw a couple things, but I'm really bored so I won't write a whole text.
1st, I think you moved the camera a little more down to be able to place the Dialogs. However this prevent me from seeing the top player's name. Look at the screen shot.
2nd, the "Practice Round" text and what is under is a little too big and doesn't completly fit in the screen. Like half a letter is outside the screen.
3th, the 1, 2, 3 and 4 special abilities should be clickable with the mouse to select them and not only with the keyboard. Until now, you could play the whole game without your keyboard. If you can't click on these, you must use your keyboard.
4th, the Ultralisk weapon as I have mentionned in my suggestions is something a little hard to balance. Right now, you can launch it with a very huge angle so it bounce on eatch side until clreaing all the board. Also, if you launch it with the huge angle, it takes a while before ending, this moment allow you to launch less balls and maybe be less in problem faster after.
5th, I've encountered a new bug where a balls falled and something happend and a ball becomes frost on the bottom and I lose. Look at the screen shot and replay at 13min15. (hope it's the good replay... didn't save under another name than automatic and too bored to re-open sc2 and make sure)
Anyway, gj.
Version .06 now on Battle.net!
Fixed an issue where the "Next" unit could be used as a part of a match and lockup the baneling.
Fixed (hopefully) an issue where units could sometimes stack on each other when shooting in the corner.
There is a new energy bar a the bottom of the screen that is used to purchase special units.
New Special Units Added!
@Jentzsch: Go
It's really cool ;) Once some of these will be added I'll test them out =D And probably give more and more feedback =P
@Scbroodsc2: Go
I have fixed the issue for the "Can't Shoot" bug video, it will be included with the next patch.
This bug, however, the "Stack Bug," I am having the hardest time recreating. I've gotten it a couple of times but I'm not as consistent as you were. I believe I have fixed it, but it's hard to tell since I couldn't do it frequently anyway.
As mentioned before, I probably won't have another patch until this weekend or so. My next additions will be special units! I've decided that I'm not going to focus on the looks of them so much as the behavior and abilities they have. So many of the units will be placeholders with little to none of the intended final version animations. My plans so far include:
Special launched units:
Special Stuck Units
Special Banelings (Probably not going to make it into the next patch)
All of these ideas are very much subject to change and are open to suggestions!
Oh I see what happened, it used his "Next" bubble to make the match, which obviously shouldn't happen. it will be fixed next patch. Thanks again for bringing these to my attention!!
@Jentzsch: Go
I've looked into a replay and founded something weird. Look at this other video. The guy shoots a couple balls, then add a mine on the bottom left, then add an egg under and the eggs explode. But there were only 2 of them, and after exploding there is the explosion sound of a Command Center or something that fell down. After this, he couldn't shoots or receive trash.
@Scbroodsc2: Go
Thanks for that video, it really helps narrow down what's happening. It should be fixed in the next version, which probably won't come out until this weekend.
Do you have any replays or video of your enemies getting stuck?
Hey, I got something for you ;) Take a look to this video...
And while playing actually, it happends at least 2 or 3 times now where my ennemy can't shoot. Because he can't shoot, he doesn't receive trash and can't die.
@Jentzsch: Go
Yes the camera is fine now :) And no problem about the "polishing" comments put aside, it's ok, I do understand. If I have anything to add, bugs or such, I'll come back ;)
@Scbroodsc2: Go
It's kind of late right now so that's why my reply won't be very long ;)
Anyway, I like the idea of combos, it will be added in the future :) With the mention of hitting 4 more, that's already in there now, if you destroy say 5 at once, two pieces of trash will be sent.
I did just change the camera thing you mentioned, let me know if it helps.
Thank you for the other ideas, but I'll be honest, those kinds of things are going to be low priority for me. My main focus is to hash out all of the game play functions and work out the bugs. Then in the later phases of the game, I'll polish the looks and feel of it. So things like the bank or the death animations will probably get put on the back burner. I do appreciate hearing your ideas though, but I just wanted you to know just in case you wonder if I'm ignoring them.
I will check out the replay sometime tomorrow to see if I can see what happened.
Have a good night and thanks again for taking the time to provide your feedback!! :D
Ok so last comment of tonight... I'm bored and I can't shoot on the right color...
So, I think it would be cool if you add combos. For example I kill 3 balls, another 3 balls, another 3 balls, [combo 1] send 1 trash, another 3 balls [combo 2] send 2 trash, another 3 balls [combo 3] send 3 trash.. etc. It would also add if you hit 4 balls or more.
I think it would be great if the blood and unit pieces were actually falling into space... It would take a little bit less time to visually clear the place and prevent from doing wrong moves. Sometime you will hit for example the Warp prism, they explode, a trash moves under the explosion then you can shoot but you did not see the trash at all... Anyway, I know this would be a bit more complicated since it is not only hiding or showing cells.
I also have a replay about a guy that couldn't shoot. It was stuck and there was no countdown timer appearing. The trash just kept getting bigger and bigger but never sending since he was not shooting. I had to kill myself for the game to restart and him to be able to shoot again.
I could send you the replay...but it lasts 2 hours and it happends at 1h28 to 1h32. Even in x8 speed without lag it's long =_=.
Anyway, good night ;)
Edit: ah well, I'm just going to upload it.
@Jentzsch: Go
I've look at the replay and founded the bug.
http://i.imgur.com/bzMdE.jpg In this picture, the balls with red X were not there. I've shot on the green trajectory, and it got auto-replaced like the pink trajectory that caused the balls to stack.
In another game that I don't remember the replay cause I played too many times recently, I think a ball have passed through the top line the same way this one got stacked, this ball in fact just continued. I think the line was placed differently to allow a ball to pass.
Anyway, if you need the replay for the stacking ball, I have it and it happends at around 9min30.
Another thing, at the game start, you set the camera during like 2 or 3 sec. I think you should just place it instantly. In the first seconds of the games I think there is a lot of stuff happening cause it lags until camera stop moving and all the balls are placed.
You should also set a camera for all players or the exact player that is used in replay to have a better global view to find bugs ;) Also from the replay I saw, unused players are actually having the 3 mini board as well. I think it would be good if they were desactivated if it is not needed ;)
EDIT:
Another thing, I know this is still alpha, but in your futur version, you should probably "code" or name differently with a code that only you will know what it is, the Bank files. Right now you can modify what you want easily. Some people know where to find the bank files and modify them to get some advantages, unlock things, and such depending of the game. You could look into your own bank file to find ways to hide your values. There are probably toturials on it also. I really don't know however.
What I know is that this:
Is really easy to modify. I could change my rating just by entering whatever number I want, the number of played games, etc. and anything that you will add in the bank file.
EDIT AGAIN (and until you write something...):
In fact you game has a single player mode indirecly. If you start a game and do continute playing, it works. I've lasted a little more than 15 min constantly shooting, alone. It's so hard lol. When I died however, the next game that was created had a little bug...
Look by yourself what is wrong? =P
http://i.imgur.com/Z6w2t.jpg
http://i.imgur.com/RXQQF.jpg
Largest drop 26... LOL this would mean.... 671,088,640 Points! YAY.... maximised to 1,131,720 points... BOUHHH!
@Scbroodsc2: Go
I'm not sure what happened there, do you have a replay of that to see, or if you can even send me the replay I can check it out.
@Scbroodsc2: Go
To quote, insert the tags "<< quote >>" and "<</ quote >>" (with no spaces or quotation marks)
I'll see what I can do :)
I checked and the CC is playing a sound but maybe it's not as distinct, I can look into a different or louder sound for it.
The shadows aren't really needed, I'll probably take the out all together.
I agree the looks of things like that could use some work, but I think it's lower priority to gameplay at the moment.
And about the Force Field only when dead, it does make a good difference ;) I'd say keep it like this.
That's pretty close to how it works, not sure if I can take that out of the score screen, but I'll check.
Just had a small bug, two balls overlap in top left:
The balls: http://i.imgur.com/Zduie.jpg
The balls still together after a drop: http://i.imgur.com/R75Ic.jpg
One of them explode: http://i.imgur.com/cn7u0.jpg
The other one: http://i.imgur.com/S5etH.jpg
I don't know what happened to get them stacked...
@Jentzsch: Go
"- In every games I've played I always missed a couple balls thinking the "Next" is the one that I'm shooting... Even if I know it's not, the ball behind the Baneling is like less "visual important" so you're eyes are just going to the next ball and say hey that's what I'm shooting. But no!
This has happened to me too! I don't have a great way to draw your eye to the current ball, but I'll try to figure something out."
I think you could make the current ball bigger or more shiny, things like that, arrows... There are a couple possiblities to try ;)
"I'll look into this, all launches should have their own sound. Is it possible that the particular launch was just quieter than the others?"
Well, I figured that only the Command Center had no sound or it really quieter... All the others have some sounds. I also think that some have the same sound, kind of small explosion or somehting. It would be great if it was like the Mine, this one has a distinctive sound.
"- You should not receive trash under the last line. This is instant death and random. It should fill randomly through the empty spot.
I'll give this some thought, but afaik BAM was the same way and that's why it behaves that way in Baneling Bobble."
I've think again about this and, yes you could kill yourself by shooting under, but, I really think you should not be killed by trash itself. Well, somehow it ends the game faster ;)
So, keep working ;) If I can do anything let me know... but I don't think I'll be really usefull for the triggers...or even code itself depending how you created the map.
(Um how to quote? >.<)
EDIT:
The unit shadow is pretty big for the small unit in the bottom right. I wonder if the shadow itself is really needed. If not you could probably remove it (somehow xD) This would probably reduce the lag even more.
I wonder if the board would be looking better with a few doodads around to hide the edge of the hidden cells. The creep texture is cool, but, i feel like it needs something more ;)
And about the Force Field only when dead, it does make a good difference ;) I'd say keep it like this.
Score Screen aesthetic again xD The unit trained point... I don't think we need those mhuahaha. When you look at them, it shows us how you made the map =P Yeah, how the hell would you have like 2 000 trained units, if you only have shot 200-400 times maybe? This proves you have 4 places on the map for eatch players like; 4 big playboard, and 12 small to show the other players. (That's my guess ;) ) And at game start you only hide the required board to play on. That's why if you start with less player, the unused board still show its cells.
@Scbroodsc2: Go
Okay so there's a lot in your previous message (which is great btw) so I'll try to address all of this piece by piece ;)
In my head (and even in the coding) I have been calling them bubbles :P Either way though I'll know what you're talking about. Anyway, this issue *should* be fixed as of later last night. The trash wasn't waiting for the ball to stick before launching the trash, so just as you said, the trash was sticking to where the ball was at while it was still moving up the board. The trash should now be waiting for your launch to finish before, if it's still happening, please let me know.
The buggy GO! stuck on screen should also be fixed as of last night, but I wasn't aware that it was due to two games trying to start at the same time. That should be fixed in my next update.
More variety is on the agenda, but nothing that strays terribly far it's current gameplay.
Yes, single player mode is on the agenda! One type against computer opponents, which will require me to get some decent AI going and the other will be a clear the board type of style.
Right now it is going by camera shakes much like the Bust-A-Move games I've seen, but I can look into adding a countdown.
I like a lot of those ideas, especially the special types of balls just like they have on BAM. Things like the trajectory and ball highlighting I'm not going to rule out right away, but I'm not sure about. I think some of the skill comes from the player figuring out the trajectory and seeing all the moves by him or herself. Again, not ruling them out, but if they're implemented they would be lower priority and might just be limited to those with lower game ratings to assist them in learning the game.
An in game menu will definitely make it in the game at some point, but since there aren't really any options implemented at this point, there isn't really a point in having one right now ;) I am open to the ideas you listed and any others you can come up with as well.
I want the game to be as lag free as possible for everyone! Not trying to brag or anything, but my computer is on the higher end of things for SC2 so it's hard for me to tell if something is creating lag for lower end PCs or not. Your feedback on this is much appreciated! To start out, I will update the game today to just leave the force fields behind, if this still doesn't help with the lag, well you know who to tell :P
Well thank you, my partner in crime with this map, cupcakeyarn, created almost all of the board layouts and found that music. The music is by Rainwave, his site is http://rainwave.newgrounds.com/ He's got some awesome music out there, so check him out for more!
I'll look into this, allowing the baneling to shoot that steep of an angle let's you fit the launched ball underneath all of the last row if you need to. Because the angle is so steep though, you can, as you mentioned, still hit underneath a ball right above your baneling. I'll give this some thought, but right now I feel like if you didn't estimate the angle off the wall correctly, you shouldn't get a free pass. I feel like that could take some of the skill out of the game, not a lot obviously, but some.
I'll give this some thought, but afaik BAM was the same way and that's why it behaves that way in Baneling Bobble.
Hmm, I hadn't noticed this before, it will be changed to only shoot from the left click as intended.
This has happened to me too! I don't have a great way to draw your eye to the current ball, but I'll try to figure something out.
I'll look into this, all launches should have their own sound. Is it possible that the particular launch was just quieter than the others?
As mentioned in your next post, the points for drops are calculated by 10 * (2 ^ x) just like in BAM, the only difference is they capped how much can be scored per drop, but I just haven't capped it yet. Their cap was 1,310,720 points (17 balls) and I'll likely make mine the same. At the moment, points don't really do anything anyway. In the future there will probably be a mode based around points, first to 2 million or something like that.
Good to know, I'll shift the view slightly to try to fix that.
Easy enough to change!
Well thank you for all the feedback, I'm glad that you're enjoying it! Keep that feedback coming, it's always welcome!
I'm adding another short comment on the points... I think it's a little too abusive expenential.
As show this printscreen: http://i.imgur.com/467NY.jpg
I got 2,630,630 points with a 18 balls drop and the few other points.
I think the point calculation is 10x2^Y where Y is the number of balls dropped.
10 x 2 ^18 = 2,621,440 in one shot. Is this a little too big?
If I had drop 19 balls, it would be: 5,242,880 points
If I had drop 20 balls, it would be: 10,485,760 points