ICE COLD BEER (WIP)

Shockman

appropriate at this time
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ICE COLD BEER V1.1

I think this is a complete game now, with stand-in sounds.

The ball physics are a bit jumpy. However it does work and will give you a hint of playing ICB.

Press F1 to see the controls. ..

F4 Window/Full screen

5 - Credits
1 - Start game


A - move left side of the bar up
Z - ' ' ' ' ' ' ' ' ' ' down

K - right up
M - right down

Spacebar will reset.

I use joy2key to use a dual stick pad. Config. included in .zip

To do...
- Real sound samples if I find them.
- Improved physics if I can.

Download here
http://sandbox.yoyogames.com/games/184493-ice-cold-beer
 

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UPDATED

The first playable Ice Cold Beer.

Features that make it playable...

- The object hole will light with a flashing light.
- Hitting an otherwise object hole (not lit) will act as a gobble hole.
- Better ball behavior on a raising bar (still needs work though.
- Scoring and bonus.
- Holes reset to 1 when 10 is made, and the star then lights up.

The CFG file is a joytokey config that assigns the keys used to both sticks on a dual stick gamepad.
 
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Scoring and bonus will be in just as soon as I learn what it is. the routine is there, I just need to set the correct numbers.
I, just to have numbers to build a routine have the holes scoring 10X display (hole marked 2 is 20 points) and the bonus is 100X scored holes (going for hole 2 starts at 200 and counts down by 10 every 4 seconds). This scores too high though. Does anyone know the correct scoring function?
 
Good project but I'm preoccupied at the moment, so I will be checking this one out a little later.
About the ball and bar behavior, are you working out +/- ball velocity and rotation added/subtracted to the ball by the force and incline of the bar?
I imagine the bar has something of a flipper effect on the ball.
 
When I get to the physics it will probably be a simple motion add, meaning any motion calculations are added to the current motion, but now the bar dictates the motion. Using perfect numbers this could work almost as well, less any acceleration. I have only one handle to work with so it has to be in the center of the bar, so I need to learn the exact position of the ends at any angle.
I also need to write a move outside object routine (script) so the ball contact with the bar can be more static and realistic, as now I have the ball move up an arbitrary amount that keeps above the bar (which causes the bouncing).
I have seen many examples of an object following an incline in GM, but I have seen not a single example of an object following a moving incline. It is very difficult.

The star lights up after the first round (got 10 holes) and I know it causes the bar to bump up faster, but not how it effect the bonus countdown rate or the hole base scores. I still need to put in the part where the bar will go up a bit if you do not interact with the machine in what is it?, 10 seconds?

'Balls on bar' increases by one only if the ball falls into a non lit hole. This I know to be correct.
 
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ICE COLD BEER (WIP) scoring and bonus

New...

- Star lights up when all lit holes are hit
- Proper scoring and bonus (I think)
- One sound (the return of the bar)
- Faster ball (less friction)
- If the ball falls off the end of the bar a ball search will occure and the bar will reset without penalty.
- 5 for coins and 1 to start.
 
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I fixed a bug with the status at restarting or recycling through the holes.
Also added game over light
I have played through 2 and a half rounds without bugs.
 
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ICE COLD BEER (complete with sound)

OK, this is the version that is posted on YoYo as complete.

- It has sounds, which are incorrect, are close or good enough, or certainly better than nothing. This includes a midi of 1000 bottles of beer on the wall as the start sound, and a beer can opening as the coin sound.
- Less friction and the ball stops better at the ends.
- The bonus now counts down as the score counts up.
- The ball falling into the small holes are animated with sound, because this happens slower than falling into the bigger holes.
 
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ICE COLD BEER Version 1.1

Sorry, but the new key set does not work well so I went back to the old one. I will make a custom build for anyone that is use to this type of control on a keyboard with specific keys. I use joy2key with the included .cfg file with my steelseries pad and it should work with any dual pad that uses the same axis. Or just build your own config. Start is button 10 and coin is button 9.

Also I added the following changes to the game.

- The ball will no longer fall off the ends of the bar (unless it is going fast and the bar is at a high angle)
- Animated the ball feed. The bar opens a door and the ball comes from there.
- You have no control over the bar when you're not suppose to.
- You can not raise or lower the bar past limits now.
- Expanded the opening message from 'PLAY' to cycle the words 'PLAY ICE COLD BEER'
- This message shows at game over if there is no credits and after that it will show the score of the last game, and cycle again. If there are credits it will just show them and await the start button being pressed.
- Pressing the start or coin buttons during a game or out of order no longer has an effect.



Thanks for the downloads. I was impressed to see 8 between the time I posted the last version and this one. Please give feedback if you have any issues, suggestions, or requests.

I'm really bad at holding things till they are finished and fully tested and some of you know that well. I think this one will do for a while though.

Thanks again.
 
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Updated.

Ambient lighting is darker which makes the lights look better.
Some changes would have to be considered rom revisions as I added a 5 digit display for score and changed the Star to light at level two and blink for higher levels (faster each level).
Another tune that plays if you get light 10 out.
And fixed is the movement sound during the bonus countdown and bar reset that was caused by the auto bump timer hitting zero.
There's a light show at game over as well.
 
There is no other playable ICB (on a pc)

There is one working off-shoot based on the mechanics, but it is kind of lame.

Destruk is trying to make one in VP, but if it was possible to make one in VP I would have already made one myself. I have made a routine that has the ball rolling smoothly without any hop and accelerating too, but it makes the ball shy away from holes, so I have to come up with something better. I am also halfway through a sideways (full screen) version.
 
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http://www.vpforums.org/index.php?showtopic=16171&pid=143364&st=20&#entry143364

Actually it looks like destruk is finally seeing the light, or actually noticing that there is none.

But this thread is very interesting, with one member talking about doing the ICB bar with three walls? Is it true that the height of walls can now be set and altered in VP using version 9. It looks like destruk is going along with that. If this is true, especially if the bottom starting points can be set and altered as well, and that mapping is still permitted, then VP9 now has in effect, sprites. Interaction with the ball would not work unless it is coded in, but the possibilities still extend VP 1000%. In the VP9 version I tested I created situations that had the ball going through walls and flippers, and if that is fixed we need to get a copy of the new VP9 here if VPF would allow that.

The limited keystone effect of the layback, is that correct? was a great addition, so there is someone working on the program that has some talent, so I'm not saying I doubt this manipulation of walls. It just seems too good to believe out of hand though.

At any rate that many walls (the 800,000 not the 3) are just too many to do, though it could be done, if memory allows which it probably wouldn't and it would actually render and run, which again it probably wouldn't. People use to have to wait up to 5 minutes for my Mr. & Mrs. PAC-MAN table to render for them and it had no where near 800,000 walls, which by the way is dependent on screen resolution. Square the height of the screen resolution and you will get the exact number of walls needed to go from any point on side to any point on the other side. Not all points would be in play, but most would. At 768 resolution high (low res. these days), it would take a mere 589,824 walls, 1080p would take 1,166,400 walls, but to look the least bit good would take that many images to map to them as well. Or you could drop the over a million images and still have the vertical stops by creating only 3,499,200 walls which would be needed anyway if you were going to include the vertical stops. But what do I know?
I know my ball physics are not up to VP's but to get a bar in VP working and looking as good as this one would take a nearly (you could drop some) 6,998,400 walls and pics.

My suggestion would be for the VP devs., if they really want to make this game work would be to put a bar object into VP. it would not be easy, but could be dome billions of times sooner than creating a half decent or functioning at all bar. They have worked on ball size, so maybe they could start there, use the ball object, bar shape, with rotation. A moving bar, after all, if happened to be a part of every pinball table would already be a part of VP, and is doable. But for 1 game with what? 4 variations? it might not be worth it. It might serve to instill some confidence though after being overwhelmed at the thought of an isolated nudge routine that would function at the touch of a key.
 
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