Edit: This thread was split from another. It will be used to discuss the development my pong clone.
you can get the original game from here
Because of the trademark/copyright issues I have to change certain things in game. I have a few ideas on how I want to do it, but I'm open to any ideas or suggestions. It would also be helpful if you mentioned your likes and dislikes in it's current from.
here's my reply to tepples and the rest:
About pong 198x. I didn't realize it would be a problem, title - first ideas. pawng, pongo, Ping-Pong, or ping.
Some of the gfx are based off some memorable nes ones, but they were meant to be. I was going for something like Nintendo use to do( and still do) like having samus and link in Tetris. Or the numerous cameos Mario made, like the ref in mpto and tennis. The sprites were based off of official sprites but I edited all in someway and didn't use the correct pallete.
Some of the music is based off of the music from games but I didn't use any nsfs or sheet music. All played or programmed by me in famitracker by ear. I just copied the first 5 or 6 notes of certain memorable themes or songs. They're probably the wrong notes, key or tempo.
last the control. I actually researched different solutions for the controls and physics. I actually read a good paper that compared the different control and physics of different games(wish I could find it now). It was like the evolution of pong controls. The early ones handle the physics kind of like me. The ball bounces off the paddle the same wherever it hits. Imagine a billiard ball bouncing off a wall at a 45 degree angle it should bounce off the same every time. You shouldn't be able to change the angle of deflection(unless you turned the paddle)
Later games rounded the corner of the paddle and changed the angle of deflection if you hit it with edge of the paddle. That gives the player a little more sense of control. I experimented with having a button that moves the paddle forward and hits the ball earlier. but didn't include it. That would have given a button for the player to mash.
I thought the control was pretty good, but I'm sure I have the most practice, a lot of testing. I think it is fun when it gets fast paced and frantic. bet I can get 20-30 hits without missing one.
I guess I could have the ball start at a slower speed. it gradually increases the more hits you get.
And the gimmicks definitely have a pattern and are fairly predictable.
Sorry for the long reply, and sorry for not participating much. I should have made a thread and asked for some feedback.
I can make whatever changes are needed. If there's room and you guys want it - I'd like to see it on the cart. not sure what fair use covers in this parody but I can make 100% original assets and replace any existing problems easily.
you can get the original game from here
Because of the trademark/copyright issues I have to change certain things in game. I have a few ideas on how I want to do it, but I'm open to any ideas or suggestions. It would also be helpful if you mentioned your likes and dislikes in it's current from.
here's my reply to tepples and the rest:
About pong 198x. I didn't realize it would be a problem, title - first ideas. pawng, pongo, Ping-Pong, or ping.
Some of the gfx are based off some memorable nes ones, but they were meant to be. I was going for something like Nintendo use to do( and still do) like having samus and link in Tetris. Or the numerous cameos Mario made, like the ref in mpto and tennis. The sprites were based off of official sprites but I edited all in someway and didn't use the correct pallete.
Some of the music is based off of the music from games but I didn't use any nsfs or sheet music. All played or programmed by me in famitracker by ear. I just copied the first 5 or 6 notes of certain memorable themes or songs. They're probably the wrong notes, key or tempo.
last the control. I actually researched different solutions for the controls and physics. I actually read a good paper that compared the different control and physics of different games(wish I could find it now). It was like the evolution of pong controls. The early ones handle the physics kind of like me. The ball bounces off the paddle the same wherever it hits. Imagine a billiard ball bouncing off a wall at a 45 degree angle it should bounce off the same every time. You shouldn't be able to change the angle of deflection(unless you turned the paddle)
Later games rounded the corner of the paddle and changed the angle of deflection if you hit it with edge of the paddle. That gives the player a little more sense of control. I experimented with having a button that moves the paddle forward and hits the ball earlier. but didn't include it. That would have given a button for the player to mash.
I thought the control was pretty good, but I'm sure I have the most practice, a lot of testing. I think it is fun when it gets fast paced and frantic. bet I can get 20-30 hits without missing one.
I guess I could have the ball start at a slower speed. it gradually increases the more hits you get.
And the gimmicks definitely have a pattern and are fairly predictable.
Sorry for the long reply, and sorry for not participating much. I should have made a thread and asked for some feedback.
I can make whatever changes are needed. If there's room and you guys want it - I'd like to see it on the cart. not sure what fair use covers in this parody but I can make 100% original assets and replace any existing problems easily.