Work in Progress

Carromet

7

was8bit 2021-02-10 19:55 (Edited)

V0.4.1 Red Ball replacement proceedure is completed
V0.4.2 added rounds with computer (rules do now yet apply)
V0.4.3 turns controlled by rules (red rules not yet added)
... redid popup data
V0.4.4 redid handling of white ball going in hole

next to do: apply red ball rules for player:
1) cannot be first ball or last ball
2) Must be secured by immediately sinking another player ball
3) unsecured red ball is returned to the board
4) if player wins with red ball, player gets a bonus +3 points

Carromet 0.4.3.nx | Open in app
2021-02-18 03:06
Carromet 0.4.2.nx | Open in app
2021-02-17 20:53
Carromet 0.4.1.nx | Open in app
2021-02-16 04:03
Carromet 0.3.4.nx | Open in app
2021-02-15 06:39
Carromet 0.3.3.nx | Open in app
2021-02-15 06:22
Carromet 0.3.2.nx | Open in app
2021-02-15 06:06
Carromet 0.3.1.nx | Open in app
2021-02-14 06:38
Carromet 0.3.0.nx | Open in app
2021-02-14 06:31
Carromet 0.3.0.nx | Open in app
2021-02-14 06:28
Caramet 2.7.nx | Open in app
2021-02-14 06:03

G-9 2021-02-12 07:27

Aww looks so cool :)
Did the original name was Carrom ?


was8bit 2021-02-12 09:58 (Edited)

Thanks :)

Yes, this is a carrom game, but as i dont understand the math behind the collision (wasn't my work) and the math seems set at precisely 16 balls, i am limited to 16 total balls... and real carrom had 20... also, the board is way too small compared to real carrom... also, i may not be able to make a computer opponent, so i may have to figure out how to make a solitaire variant...

But i love carrom and have been unsuccessful at trying to understand how to make a colission system work well.... my versions end up with the balls sticking together... i can do the raw math, but i have always had troublw when math requires too many connected layers... i have a very limited depth i can keep track of at one time when it comes to math... it took me two years before i felt comfortable with calculus... and i never could get all deeper parts of probability math, just got year 1 of that...

But yes, this will be a SMALL variation of carrom, hence the slight variation of the name, as it wont be full carrom... :)


G-9 2021-02-12 12:43

Hey :) I just did auto-completition of ball speed ...


was8bit 2021-02-12 14:10

That is a nice touch, thanks :)


Dan 2021-02-13 10:50

Hi,
i'v used the 2.5 version and modified it, a bit.

I have changed only the way in which the joypad is used:

Left/Right/Up and down work as normally.

But if the A button is held down then:
Left/Right change the ball position and Up Shots the Ball.

Holding Button B displays an info text.

I'v got the idea for this mod because i didn't knew how to shot the ball in the web version.
(Later i discovered that it is the pause button ... ;) )


was8bit 2021-02-13 15:12

Oops... i did forgot to post how to hit the ball :/

I will definitely check out the mod, thanks much :)


was8bit 2021-02-13 15:24

The new controls are actually very nicely done, thanks :)


Timo 2021-02-14 19:27

I also like the new controls. The pause button is really not thought for actions. It should be pause or a menu or similar things.


was8bit 2021-02-15 04:26

Yea, my first set was just a quicky set up just for testing purposes... and i knew i needed to rework them eventually, but didnt have a clear idea about them..
so i am very greatful to Dan for making a new control set that worked really great :D


was8bit 2021-02-15 06:45

As of v0.3.4 the game plays great now as far as being able to aim, shoot, do trick shots, etc...

Next to do, i need to account for the red ball, and then.... .... ....


was8bit 2021-02-15 07:13 (Edited)

Ok, so i worked out how i want the solitaire game to play out... roughly almost like real carrom but the computer plays spoiler... it wont have AI but will randomly shoot and get one free point per each turn player takes...

Player can shoot repeately during their turn if their shots sink their pieces in... but even if a player only averages one good shot per turn, they will still win as in 8 turns they can earn 10 possible points (assuming they dont shoot any computer pieces in)

I will tweak as i go along, but my first thing to add is player/computer turns with no scoring at first, and see how it goes ;)


was8bit 2021-02-15 07:24 (Edited)

I have also decided to have 2 modes... PRACTICE and TOURNAMENT...

In PRACTICE, you win simply by being the first to remove all your pieces from the board... no scoring, so this will get done fisrt

In TOURNAMENT, clearing the board finishes a match, and scoring is applied.. game is not won until a player gets 25 points or more... player high score will be saved, also the current tournment AT END OF A MATCH will be saved, so you can finish later, i may add a disqualifier of the tournament if you quit a game before it is over ;)


Dan 2021-02-15 12:21

Hi, there is a bug with the red ball. It gets stuck in the hole and it is making a noise.


was8bit 2021-02-15 13:25

Thanky :)

Yea, its the last thing i have to fix... as the red ball has to be handled differently, i put off writing the code for it ... if you wait it will goto shoot mode and let you shoot again, but it will make noise again...

... this will be fixed in the next update :)


was8bit 2021-02-16 04:08

Red ball placement during game wasnt easy as my code is hacked onto someone else's code, and hacked code is hard to edit.... finally got it though...


Dan 2021-02-16 12:30

It is great ^^


was8bit 2021-02-16 13:01

Thanks so much :D


Dan 2021-02-17 21:25

Hi,
if you have some free tokens, you could eliminate that sound when the white ball is sunk by moving the play command into the if's, like this:


SINK:
HH=HIT-41

STAT(HH)=0
IF HH=1 THEN
STAT(HH)=1
XVEL(1)=0
YVEL(1)=0
ELSE IF HH=2 THEN
STAT(2)=0
SPRITE OFF 43
IPUTRED=1
PLAY 0,40,5
ELSE IF HH>2 AND HH<10 THEN
IF ICOLOR$="-----" THEN ICOLOR$="GREEN"
INC IGREEN
XPOS(HH)=0
YPOS(HH)=12*IGREEN-8
XVEL(HH)=0
YVEL(HH)=0
PLAY 0,40,5
SPRITE HIT,XPOS(HH),YPOS(HH),
ELSE IF HH>=10 AND HH<=16 THEN
IF ICOLOR$="-----" THEN ICOLOR$="BROWN"
INC IBROWN
PLAY 0,40,5
XPOS(HH)=150
YPOS(HH)=12*IBROWN-8
XVEL(HH)=0
YVEL(HH)=0
SPRITE HIT,XPOS(HH),YPOS(HH),
END IF
TRACE HH,IGREEN,IBROWN
RETURN


was8bit 2021-02-17 22:57

Oh yes, much better :)

... sound was kinds just thrown in there... i will be completely reworking all the sounds eventually, but that is a nice quick fix, thanks :)


was8bit 2021-02-18 04:35 (Edited)

Handling red rules are going to be trickier than i thought... when i tried to add some red rules code i ended up crashing my game... so i need to better plan this out...


was8bit 2021-02-18 04:38

@Dan, i fixed the white ball droning noise by properly removing the white ball from the screen...

The collision code i am using is not mine... i dont understand how it works, but it works, so i am very carefull to write my code around the existing code... so sometimes its tricky to get things to work right w/o messing up the original code...


Log in to reply.