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DS Misc > Rubber Bands (WIP) - *Beta released*

#85677 - walaber - Thu Jun 01, 2006 7:07 pm

This is my first DS game I'm currently working on, called "Rubber Bands". it is based on a simple particle physics library that I wrote, that has support for static lines, particles, stiff rods, and "rubber bands", which are the main feature of the game.

the game itself is a collection of mini-games that are based around the physics.

I hope to have the game done soon for release... it currently works on Dualis, and on the hardware of course.

IMAGES
http://walaber.com/nds/rubber_bands/rb01.jpg
http://walaber.com/nds/rubber_bands/rb02.jpg
http://walaber.com/nds/rubber_bands/rb03.jpg
http://walaber.com/nds/rubber_bands/rb04.jpg

VIDEO
http://walaber.com/nds/rubber_bands/rb02.avi << approx 3.5 MB

-----
BETA VERSION
http://walaber.com/nds/rubber_bands/rb_06_30_2006.rar
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Last edited by walaber on Sat Jul 01, 2006 2:47 am; edited 2 times in total

#85678 - Dan2552 - Thu Jun 01, 2006 7:12 pm

wow, nice work!

#85684 - mntorankusu - Thu Jun 01, 2006 8:07 pm

Holy crap. This looks awesome.

I love games based on physics like this.

#85685 - ?hr - Thu Jun 01, 2006 8:08 pm

looks like the old game "Tims Werkstatt". i loved it and this looks very good!
im looking forward to it!

#85693 - blahh - Thu Jun 01, 2006 9:41 pm

looks sick

#85704 - Liquidnumb - Thu Jun 01, 2006 10:41 pm

Have you any need for a tester? I absolutely love things like this.

#85706 - swimgod - Thu Jun 01, 2006 10:47 pm

Liquidnumb wrote:
Have you any need for a tester? I absolutely love things like this.

i second that :P,
tester for gbamp and SC CF here too :D
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#85707 - lambi1982 - Thu Jun 01, 2006 10:58 pm

tester with GBAMP and half a bottle of Mountain DEW ;)
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#85716 - walaber - Thu Jun 01, 2006 11:41 pm

I will release a version in a few days that everyone can test, before I release the "final" version. I would also love help making levels for the "complete" minigame, where you have a limited amount of rubber band you can place in the world, to get a particle from the spawn point into a designated "end" spot, while avoiding the walls, etc.

I have 11 levels in there so far, and the format is a simple text file, so after I release the initial beta, maybe those interested could help me generate more levels before the official release.

thanks for the comments!
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#85719 - mntorankusu - Thu Jun 01, 2006 11:54 pm

walaber wrote:
I will release a version in a few days that everyone can test, before I release the "final" version. I would also love help making levels for the "complete" minigame, where you have a limited amount of rubber band you can place in the world, to get a particle from the spawn point into a designated "end" spot, while avoiding the walls, etc.

I have 11 levels in there so far, and the format is a simple text file, so after I release the initial beta, maybe those interested could help me generate more levels before the official release.

thanks for the comments!

I don't know how good I'll be at it, but making levels sounds fun. I'll help if I can.

I can't wait to play this.

#85720 - OrR - Thu Jun 01, 2006 11:54 pm

Physics ftw! B) The video is awesome!

#85722 - Mr. Picklesworth - Fri Jun 02, 2006 12:44 am

I have a request:

Contact Nintendo, and get them to pay you money to publish this. (Well, not exactly this, but a version 2... since I want to play now!!!)
I won't hold it against you :)


From the looks of it, you've managed to get a design which rivals lots of pro puzzle games.
Sure, it's simple and we've all thought of it, but doing it this smoothly on DS is really nice and the number of modes that you have put into one single concept gives it fantastic potential.
I can see all sorts of features like an intuitive level design segment and nicely seemlessly integrated puzzle types.

Nice work.
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#85760 - ?hr - Fri Jun 02, 2006 6:17 am

Mr. Picklesworth wrote:
I have a request:

Contact Nintendo, and get them to pay you money to publish this. (Well, not exactly this, but a version 2... since I want to play now!!!)
I won't hold it against you :)


From the looks of it, you've managed to get a design which rivals lots of pro puzzle games.
Sure, it's simple and we've all thought of it, but doing it this smoothly on DS is really nice and the number of modes that you have put into one single concept gives it fantastic potential.
I can see all sorts of features like an intuitive level design segment and nicely seemlessly integrated puzzle types.

Nice work.

right! publish your game! it looks really great and as good as tetris ds!
oh and: a inbuilt leveleditor would be cool! ok, textfiles are ok too but a editor is easier and looks better!

#85771 - souLLy - Fri Jun 02, 2006 9:17 am

the screenshots don't do this justice... the video looks awesome. I agree the concept and realisation of it is fantastic and could definitely be a pro game, all you'd need is to spruce up the graphics a bit.
excellent work

#85782 - Fatnickc - Fri Jun 02, 2006 10:13 am

If this manages to be as good as Armadillo Run, I'll have to love you!

#85791 - Dan2552 - Fri Jun 02, 2006 11:03 am

these games remind me so much of 'the incredible machine', great old dos game

#85826 - inthearmsofsleep - Fri Jun 02, 2006 2:10 pm

AWESOME work. I can't wait to see more. It's all about the ideas, good ideas make great games, even if there are tons of small ones.

#85891 - blahh - Fri Jun 02, 2006 10:20 pm

I can test with m3 CF if you want :D

#85913 - Linkiboy - Sat Jun 03, 2006 2:12 am

Dan2552 wrote:
these games remind me so much of 'the incredible machine', great old dos game
Ha, we still have that game in Tech class to do sometihng while were bored.

#85942 - ?hr - Sat Jun 03, 2006 10:41 am

blahh wrote:
I can test with m3 CF if you want :D

he posted on the first site, that hell release a testversion for everyone, so there are no betatester requested...

i hope the betaversion works on m3, because there were a lot of problems with the first versions of blubb until qw3rty fixed it(i was betatester), but now i got my gbamp back so, i have 2 chances of working :D

@walaber,
if the app has problems with m3, go to qw3rty, he can tell you what to do:
dreamflat@hotmail.com (speaks german and english)

#86004 - Pikanya - Sat Jun 03, 2006 7:56 pm

Whoa, that video makes it look very interesting indeed. Hope it turns out to be an amazing game.

#86018 - Liquidnumb - Sat Jun 03, 2006 10:18 pm

Plenty of us are already amazed, so I think it already qualifies!

#86049 - walaber - Sun Jun 04, 2006 2:19 am

Beta Version Released
OK, here is the beta version for all of you to test. please don't spread this around yet, as it is not quite ready for official release yet.

I would like to hear any problems you have with the game!
for those without hardware, this game should run fine on the latest version of Dualis (run the .nds version)

EDIT - link outdated - EDIT << .nds and .sc.nds and .nds.gba files included, with README
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Last edited by walaber on Sat Jun 10, 2006 2:35 am; edited 1 time in total

#86052 - mntorankusu - Sun Jun 04, 2006 2:45 am

When I started the .sc.nds version on my Supercard, the game would freeze and return to the title screen every time I released the stylus during gameplay. The .nds version worked fine (when booted through DSOrganize on my SC CF.)

This game is super fun. The particles seem to go through the rubber bands every so often, but it doesn't really matter. The game's too fun for me to care.

You're awesome!

#86056 - walaber - Sun Jun 04, 2006 3:20 am

hmmm... i had a crash before on Dualis like that, where it froze after releasing (i traced it to the printf() function)... but I've never seen it on the hardware.

the .sc.nds works fine here on my SC CF + DSLite...

thanks for the comments btw!
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#86060 - Mr. Picklesworth - Sun Jun 04, 2006 3:39 am

Very cool. It's even better in action!

The following crashes are occuring for me on hardware (Flashme v6) booting through Moonshell with nds build booting on GBAMP:

The Catch game will crash immeadiately upon lifting the stylus when I draw a rubber band.
Same thing happens to Basket game...

I'm finding the Egg Drop game impossible, as the egg sometimes passes through barriers. I like the idea though, so don't pull it out just because I think it's hard! (And maybe I'm doing it completely wrong).
The player could be able to draw a rubber band / stiff rod which connects to the egg?

If I draw a rubber band that has a length of 0 (occurs in Complete game, when I can not draw any more bands), the game will crash.
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#86062 - swimgod - Sun Jun 04, 2006 3:49 am

works with SC CF and normal ds,

i found this error,
in high through if it goes into a corner hard enough it will freeze and repeat sound
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#86064 - Sappharad - Sun Jun 04, 2006 4:09 am

Awesome game. Somehow, I managed to lock it up while playing complete mode though. :-(

I've experienced disappearing rubber bands, (well the ends are still there) as well as the object going through a rubber band, as mentioned by someone else. One thing, I dont know if this is intentional... if you're still dragging when you start test in complete mode, the rubber band end seems to move on its own, and wont stop until you get back into edit. Should be easy for you to fix though.

Nice job!

#86074 - walaber - Sun Jun 04, 2006 6:21 am

Quote:
The Catch game will crash immeadiately upon lifting the stylus when I draw a rubber band.
Same thing happens to Basket game...
I'm not sure what could be causing this... I will look through the code again.

Quote:
I'm finding the Egg Drop game impossible, as the egg sometimes passes through barriers. I like the idea though, so don't pull it out just because I think it's hard!
I agree the Egg Drop game might be the worst one right now... which is a shame because it has lots of potential. I can post a video of a successful rig that makes it all the way to the bottom of the world...

Quote:
f I draw a rubber band that has a length of 0 (occurs in Complete game, when I can not draw any more bands), the game will crash.
this should be an easy fix... I will try to reproduce it here.

Quote:
in high through if it goes into a corner hard enough it will freeze and repeat sound
is this at the top or bottom of the level??

Quote:
I've experienced disappearing rubber bands, (well the ends are still there)
I've seen this too. if anyone can figure out a way to get this to happen consistently, I'd love to hear it. it's hard to debug otherwise.

Quote:
f you're still dragging when you start test in complete mode, the rubber band end seems to move on its own, and wont stop until you get back into edit.
this one should be easy.

thanks for the comments everyone... I will try my best to fix the issues reported!
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#86075 - swimgod - Sun Jun 04, 2006 6:28 am

walaber wrote:

Quote:
in high through if it goes into a corner hard enough it will freeze and repeat sound
is this at the top or bottom of the level??

it happens at the bottoms
(like i could ever get to the top :P)

but yeah it only happened once,
(but)
it did almost happen again in the left side (before it was in the right)
but it came out of it...
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#86088 - Dan2552 - Sun Jun 04, 2006 10:49 am

the high throw game has some bug that did this: (no idea how to do it)

[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]


my score was 132072, now isn't that impressive :D

#86089 - ?hr - Sun Jun 04, 2006 10:58 am

you beat my highscore!

#86117 - MatLeOuf - Sun Jun 04, 2006 3:19 pm

Wow, impressive!
Works perfectly on my M3 CF with V6 Flash.

#86201 - ?hr - Mon Jun 05, 2006 11:44 am

SRAM save doesnt work well with my m3 cf. after i saved, backed up and load again, i get really BIG highscores: 21159320898

i beat you, Dan2552!

#86217 - Mrshlee - Mon Jun 05, 2006 4:21 pm

I like it...

bloody good fun :)
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#86223 - walaber - Mon Jun 05, 2006 5:40 pm

since this is homebrew anyway, I might look into saving the high scores via a file using the available FAT library... because people using PassMe (including myself) overwrite SRAM with the launcher anyway.

I will also try and spruce up the font at least before the final release.

if anyone can reproduce the "invisible bands" bug, I'd love to hear how!!
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#86234 - The 9th Sage - Mon Jun 05, 2006 8:47 pm

I've only played High Throw and Catch a bit, but this game rules. :) Really interesting physics, that's part of what makes it so fun.
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#86257 - compacho - Mon Jun 05, 2006 11:59 pm

Been messing around with this for a few minutes and I must say I love it.

Whatever you do, please don't update any graphics or menus. I love what u got going here.

My fav mode is the egg drop though it needs some work.

Keep it up man!

#86323 - SteveH - Tue Jun 06, 2006 10:25 am

After playing the game for a while (5 mins+) I can not play any of the games and need to powercycle the unit. Also in on of the games (I think it's catch) if you put a new line down but have used up all your rubber (100/100) the game crashes and goes back to the main menu.

#86334 - Wep_Z - Tue Jun 06, 2006 2:24 pm

Works fine in an emulator, but when I run this on my DS (with SuperCard CF) it crashes when I draw a rubber band.
It goes back to the main menu and shows some white text, like -6 and 187928.

#86353 - zzo38computer - Tue Jun 06, 2006 4:21 pm

Wep_Z wrote:
Works fine in an emulator, but when I run this on my DS (with SuperCard CF) it crashes when I draw a rubber band.
It goes back to the main menu and shows some white text, like -6 and 187928.


The number 187928 is your score. -6 is a bug, to correct it run SCCONV program to convert the .NDS file to supercard-format first before run the file in the Nintendo DS.
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#86357 - Wep_Z - Tue Jun 06, 2006 4:46 pm

That fixed the -6 thing, but now it gives me a -1 when I'm releasing the stylus.

I fixed it using DSOrganize, and booting the .nds file. :]

#86358 - Dan2552 - Tue Jun 06, 2006 4:50 pm

?hr GmbH wrote:
SRAM save doesnt work well with my m3 cf. after i saved, backed up and load again, i get really BIG highscores: 21159320898

i beat you, Dan2552!


haha but you did not, i saw the rubber band go flying high which means I did actually get that score; your score on the other hand is corrupt data :p

#86374 - Tobin - Tue Jun 06, 2006 6:16 pm

Wow, impressive game, makes a lot of fun. I also always wanted to write a physics engine sometime...

I have noticed some small bugs:
If I start the game with moonshell, it crashes in the catch game after drawing the first rubber band. If I instead use DSOrganize to start it, it works fine.

Sometimes if the particles are too fast, they go right through the rubber band and sometimes the particle changes sides. Seems to be a problem with the collision code.

Keep up the good work!
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#86376 - HtheB - Tue Jun 06, 2006 6:27 pm

i found some bugs..
when mu rubberband falls down (with the throw game)
it will stay on the floor and keeps repeating the sound (when he hits a wall/floor)

:( :D

#86380 - Devil_Spawn - Tue Jun 06, 2006 6:44 pm

brill, loads of bugs, but only a beta, i have played it a while and:


Collision detection has some bugs, my particles fall through the bands

To create invisible bands, just use to many of them in complete mode or egg drop, (btw i got 1500 ^^)

and also i noticed that when i use the game and i draw a band, then let go (on second 2 modes) it crases the game and goes to the menu,

Finally, i cannot access complete mode, and sometimes some of the other modes , i think its because of a high score bug -23142354236 is my high score (something like that)

Great game =D


Btw i know of the incredible machine and armadillo run, are there any other good games like this anybody knows of???

#86382 - HtheB - Tue Jun 06, 2006 7:14 pm

The Incredible Machine XD
played a lot back in '95

#86390 - Dan2552 - Tue Jun 06, 2006 8:15 pm

Tobin wrote:

I have noticed some small bugs:
If I start the game with moonshell, it crashes in the catch game after drawing the first rubber band. If I instead use DSOrganize to start it, it works fine.


YES! THIS FIXES LOADS OF BUGS FOR ME :D (if i release the band, it doesnt crash)


my real (first proper chance too) scores are:
2360
3
9
7
303

my suggestions:
*passwords for COMPLETE mode
*a button to clear all bands? so like a restart-level really
*get rid of the debug stuff :p skipping levels indeed

#86398 - ?hr - Tue Jun 06, 2006 9:47 pm

HtheB wrote:
The Incredible Machine XD
played a lot back in '95

i played this too! i still own this game. its somewhere in my house :D

#86418 - walaber - Wed Jun 07, 2006 12:50 am

thanks for the info everyone! I have decided to make some changes to the game:

1. updated to the latest devkitARM (r19).
2. switching to fixed-point math for all calculations (in this process right now).

I now have the physics converted over to fixed point, and the high-throw game works on the fixed-point build (sort of). this should make a large improvement on the speed/stability of the game.

once I have the entire game working in fixed point mode, I will release a new beta, and we'll go from there!
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#86422 - blahh - Wed Jun 07, 2006 2:33 am

Bug with CF M3

dont know if someone already posted this bug, but anyway:

Complete-Game BUG

I go into High Throw, play or do nothing, press B to go back
and then when I try to play Complete, the screen blacks out
and nothing gets loaded. And i cant press B to go back or anything.
Basically, it freezes...

This only happens when i go into High Throw and THEN Complete


Great game, hope this bug report helps...

#86428 - walaber - Wed Jun 07, 2006 4:08 am

yeah, I found that as well over here. it's a very strange one, hopefully I can figure out what was causing it after I'm done with the updates I mentioned above.
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#86429 - swimgod - Wed Jun 07, 2006 4:13 am

ok i should probally say those other 2 bugs :D,

both in high through:
-if you quickly tap over the band it will go flying and will lose some graphics :D
-if you drag the band to the corner it can come right out :D,
and you can fly it really high easly... (donesn't save the score though :P)
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#86452 - Tobin - Wed Jun 07, 2006 9:26 am

walaber wrote:
2. switching to fixed-point math for all calculations (in this process right now).


Did you write a fix-point library and will you publish it under some OS License? I think it could be useful for a lot of DS developers, because of the absence of a fpu.
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#86491 - socket - Wed Jun 07, 2006 4:08 pm

Simply Amazing... Nothing to report that hasnt been reported. Great work.
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#86496 - walaber - Wed Jun 07, 2006 4:28 pm

Tobin - no, I am just using the typedefs in libnds for fixed point, and using the hardware functions for multiplication and division, along with a routine I found on the net for square root calculation...(not using the hardware function because Dualis does not emulate it properly and I want to be able to test on Dualis for fast turn-around during bug fixing).
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#86499 - parrot_ - Wed Jun 07, 2006 4:32 pm

I can write a really crappy Square Root. But, none the less, your game looks smart (I haven't tried it due to lack of PassMe and GBAMP w/e). Keep up the good work :D
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#86538 - Mrshlee - Wed Jun 07, 2006 7:34 pm

High throw.. drag it into the corner and let go..

the free fall looks awesome :)
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#86595 - walaber - Thu Jun 08, 2006 3:40 am

okay, I have converted over the entire game to fixed point, and it seems to be working at least as well as it was before.

I am going to try and make the collision a little more "robust" (less flying through lines) and then I will release a new beta... probably sometime tomorrow or Friday at the latest.
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#86598 - swimgod - Thu Jun 08, 2006 4:23 am

walaber wrote:
okay, I have converted over the entire game to fixed point, and it seems to be working at least as well as it was before.

I am going to try and make the collision a little more "robust" (less flying through lines) and then I will release a new beta... probably sometime tomorrow or Friday at the latest.

we will be waiting,
thanks for the update :D...

this game is looking really fun already and worth the wait :D
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#86690 - SteveH - Thu Jun 08, 2006 6:22 pm

swimgod wrote:
walaber wrote:
okay, I have converted over the entire game to fixed point, and it seems to be working at least as well as it was before.

I am going to try and make the collision a little more "robust" (less flying through lines) and then I will release a new beta... probably sometime tomorrow or Friday at the latest.

we will be waiting,
thanks for the update :D...

this game is looking really fun already and worth the wait :D

I agree, and I think it's drawing me in too much, I'm playing that more than that surgeon one...

#86693 - walaber - Thu Jun 08, 2006 6:30 pm

New Beta Released

Here is an updated version of the game. The changes are:
1. Updated to devkitARM r19
2. Moved to fixed-point calculations instead of floating point
3. Some general clean-up.

the major physics issues that were present in the old version are not fixed yet.


I would love it if those interested would take some time and let me know a few things:
>> Is this version more stable (less crashing) than the previous version?
>> Are there any NEW physics-related bugs?

EDIT - link outdated - EDIT
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Last edited by walaber on Sat Jun 10, 2006 2:34 am; edited 1 time in total

#86708 - Mrshlee - Thu Jun 08, 2006 7:10 pm

I past eggdrop with a score of 2401
Got all the way to the bottom :D

Sad thing you can't save replays

on the other hand.. the new release seems alot faster and stable but the feel is different.. the band seems to responce/move/hit different :)
the highthrow hits the sides and the rubberband stretchs longer faster.. might be a bug or not

edit: I threw the high throw and got some graphic corruption... M3 CF (after the corruption the game seemed slower)

edit: catch had MASSIVE GRAPHIC CORRUPTION... with touch effecting the corrpution *overflow somewhere*

edit: Basket.. had over 5 particles dropping at the same time.. it was like a waterfall.

edit: complete... the freaking particle FALLS THREW THE \/


All in All - This release is a little nutty!
more stable in game but the thing is macho grande buggy
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#86718 - walaber - Thu Jun 08, 2006 7:49 pm

i discovered most of those moments after uploading the release :D I will try to fix as many as possible, and then release a new beta after that.

for now we shall refer to this as the "bug-tastic" release :D
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#86870 - walaber - Sat Jun 10, 2006 2:33 am

new Beta released

this release fixes most of the crazy bugs that were in the release yesterday.

those with time, please let me know what you think of this version, it should be pretty stable.

http://walaber.com/nds/rubber_bands/rb_06_09_2006.rar
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#86876 - swimgod - Sat Jun 10, 2006 3:00 am

walaber wrote:
new Beta released

this release fixes most of the crazy bugs that were in the release yesterday.

those with time, please let me know what you think of this version, it should be pretty stable.

http://walaber.com/nds/rubber_bands/rb_06_09_2006.rar

seems to work pretty well for me :D,
i miss the free fall :(...
i can still get one end of the particle through though :D

maybe you can put in a bonus freefall mode for getting a really high score :D
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#86886 - Mr. Picklesworth - Sat Jun 10, 2006 5:14 am

All the bugs that I reported from the last release are now fixed!

I'm noticing a bit more sound, too :)

If the problems with the particles passing through objects when they're going too fast become a lot of trouble, I'm thinking you could get away with using it as a gameplay element, where having them go too fast breaks an elastic.
(Of course, by the point that it can tell when it's passing through an object without hitting it, it's already half way to solving the problem... but still :))
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#86888 - tepples - Sat Jun 10, 2006 5:27 am

Running the physics at a higher frame rate might help. For instance, Forza for Xbox runs the physics four times per video frame for increased accuracy.
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#86889 - Grupstra - Sat Jun 10, 2006 5:56 am

Just tried it out for the 1st time, and I'm quite addicted to it.

However, "catch" mode and "complete" both freeze my DS. "complete" freezes after selecting it, going to black screen and just locking up, while catch let me rad the instructions, but after touching the screen, it freezes...

I'm using the latest GBAmp stuff, with a 256 MB CF card, flashme 7 I beleive.

Still, a great game!

edit: I can play catch as long as I dont take the stylus off the screen after toucning it. ;). as soonas I firs lift it off, it freezes.

#86890 - Pikanya - Sat Jun 10, 2006 6:17 am

I also tried it for the first time now, and it's pretty great. Of course, the particles go through the rubber bands all the time, and also some games don't work right. As the poster above me said, catch and complete both screw up. But also the last one (was it called 'egg'?) I don't think works properly, as I can't avoid the 'egg' from touching the hazards.

I'm using an M3 SD 'slim,' by the way.

#86891 - walaber - Sat Jun 10, 2006 6:29 am

Quote:
Running the physics at a higher frame rate might help. For instance, Forza for Xbox runs the physics four times per video frame for increased accuracy.

That won't help in this case, the movement of particles is treated as a line, so collision is simple line vs. line intersection... so a smaller timestep won't help to prevent "tunneling", because that's not that's happening...

Quote:
However, "catch" mode and "complete" both freeze my DS. "complete" freezes after selecting it, going to black screen and just locking up, while catch let me rad the instructions, but after touching the screen, it freezes...

Quote:
As the poster above me said, catch and complete both screw up.

damn, I thought these bugs were squashed... I will look closer into the stylus release code in "catch", and the bug in "complete" is probably related to loading the level file from the filesystem... maybe there's something funny going on there... it works great on my SC (CF 64MB) via SuperPass2.

Quote:
But also the last one (was it called 'egg'?) I don't think works properly, as I can't avoid the 'egg' from touching the hazards.

you have to build a strcture out of particles and stiff rods, and then wrap the "egg" (green particle) with rubber bands so it doesn't shoot out and hit the walls.

there are definately some bugs in it still though.

thanks again everyone for the comments.
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#86892 - Mrshlee - Sat Jun 10, 2006 6:48 am

Pikanya wrote:
But also the last one (was it called 'egg'?) I don't think works properly, as I can't avoid the 'egg' from touching the hazards.

It is hard but I got the egg all the way to the bottom without touching the walls :)
score of 2401.. it is possible!

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#86894 - Mr. Picklesworth - Sat Jun 10, 2006 7:11 am

Grupstra:
Are you sure you're not running the old build?
New one is http://walaber.com/nds/rubber_bands/rb_06_09_2006.rar
I'm on the same hardware as you and used to get those problems with the old build, but they are now fixed.
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#86919 - derula - Sat Jun 10, 2006 3:58 pm

Mr. Picklesworth wrote:
Grupstra:
Are you sure you're not running the old build?
New one is http://walaber.com/nds/rubber_bands/rb_06_09_2006.rar
I'm on the same hardware as you and used to get those problems with the old build, but they are now fixed.


I had the same problems as Grupstra, and I was using this latest build ;) Also touchscreen problems, which make the egg fall waaay harder to solve.
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#86934 - walaber - Sat Jun 10, 2006 6:57 pm

so I guess they are not fixed after all. just to recap, the MAJOR problems right now are:

1. "Complete" game hangs up on loading on some hardware configurations

2. "Catch" game crashes on releasing the stylus on some hardware

3. Particles can fly through walls / rubber bands in some situations


I'm curious, does EVERYONE who gets bug #1 above also get bug#2?
also, please specify if you are playing the game from a launcher like DSOrganize or Moonshell, or if you are running it directly, and if you are using the .nds or .sc.nds version.
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#86936 - Devil_Spawn - Sat Jun 10, 2006 7:53 pm

scsd+fm7

bug1,2,3

every method of launching

#86992 - Pikanya - Sun Jun 11, 2006 6:28 am

I was launching it pressing start. I will try with Moonshell and DSOrganize (though the latter doesn't work so great for me.)

edit: OK, more or less the same thing. DSO won't launch it, but that's not surprising. With Moonshell the same thing happened, but now instead of crashing it goes back to the menu screen, but now you can't enter the games.

#86996 - walaber - Sun Jun 11, 2006 8:51 am

@Pikanya - please explain in more detail... do ANY of the games work?

...just a general update...
I have fixed several gameplay bugs, and started some general optimizations to the code, which have really sped up the EggDrop game in particular. I have quite a bit more that I can optimize, and I have found some mysterious slowdown in a few situations as well, so I will continue to work on that.

unfortunately I cannot reproduce the crashes on Dualis or my hardware, so I don't think there's much I can do at this point... but I'll keep looking.
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#87005 - Devil_Spawn - Sun Jun 11, 2006 11:50 am

i think that the complete mods crashing is because of the dodgey high scores i have - complete has something like -3273123214

#87025 - derula - Sun Jun 11, 2006 2:38 pm

Okay. GBAMP, Flashme, launching from DSOrganize, all of the said bugs plus these:

#4: In catch game, it doesn't crash only on stylus release, but also if it isn't released for a long time (black screens and 5 bottom touch sounds)

#5: In game select, when using the stylus, highlighted buttons will change rapidly in some cases. They stop on stylus release, but when the rapid changing went on for too long, no game will work any more (the same effect as described below)

#6: When chosing complete for the first time, it will instantly return to game select mode. From now on, it will return to game select mode no matter what game you selected, and after a few game selections, the screens will go black.

Additionally, there is this well-known bug with random touches on stylus release, which sucks.
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#87035 - Grupstra - Sun Jun 11, 2006 4:53 pm

I re-downloaded the latest version, and I did in fact still get the bugs.
I was pretty sure it was the latest, but wanted to triple check ;)

I've only launched via moonshell, maybe later I'll give it a go some other way.

#87120 - Pikanya - Mon Jun 12, 2006 3:13 am

walaber wrote:
@Pikanya - please explain in more detail... do ANY of the games work?


I trust you realize that my last post was in comparison to my earlier post. With that said, here's how every game works, with my M3 SD slim version and launching it from the firmware browser:

1. High Throw: Works flawlessly.

2. Catch: Crashes when I lift the stylus or when I keep it pressed for too long (unless there is some other variable that I'm not considering.) The crash freezes the screen, and no control will respond.

3. Basket: Works great.

4. Complete: Will crash when selecting 'start.' Screens fade to black and it stays like that.

5. Egg Drop: In Particle mode, I can add particles more or less anywhere (they seem to snap to a grid,) but when I press A it starts falling and I have no control over anything. The red particles bounce off the hazards and the green particle keeps a straight line downward until it hits the first hazard. In Rubber Band and Stiff Rod modes, touching the screen does nothing, either before or after pressing A.

That's it!

#87124 - walaber - Mon Jun 12, 2006 3:40 am

I am completely stumped by the "catch" game bug. The code for that game is like 95% identical to the "basket" game, so I really don't undrestand why 1 would work and the other wouldn't.

for EggDrop, you have to place particles in PARTICLE mode, and then in RUBBER BAND or ROD mode, you drag bands/rods from existing particles to other existing particles.

I will post a short video showing an example:
http://walaber.com/nds/rubber_bands/rb_03.avi
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#87126 - walaber - Mon Jun 12, 2006 4:05 am

ok maybe not. there were a few variables not initialized in catch that could "in theory" be causing the bug on stylus release... (but might not have been).

a new build is up, please give this one a try, and let me know if it fixes any of the major bugs... also it should be a bit faster than previous versions, I have done some simple optimizations.

http://walaber.com/nds/rubber_bands/rb_06_11_2006.rar

oh, btw, if you hold L + R at the main menu it will reset the high scores.
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Last edited by walaber on Mon Jun 12, 2006 5:57 am; edited 1 time in total

#87134 - Pikanya - Mon Jun 12, 2006 4:53 am

OK, the new build shows some improvements: Complete now works until the particle stops bouncing--then it freezes. I tried Egg Drop following your intructions, but I still don't understand what it's about, I can't really make the egg move at all, maybe this is not how it's supposed to work--oh, and if I created too many rubber bands or stiff rods, it would freeze. The rest of the games work exactly the same as described in my previous post, including the problems with Catch.

You know, I've been having an awful time trying to remember what game is called what. You should consider giving each game either a much more descriptive and specific name (for instance, Basket could very well apply to Complete, or Egg Drop to Catch,) or perhaps create a theme for every mode and name them after that. High Throw works, in my opinion, but the others could use some work. I might think of some alternatives.

#87145 - Devil_Spawn - Mon Jun 12, 2006 8:00 am

well i have no problem with the names, and the only (major) bugs is that on complete when you finish a level or the ball stops moving it freezes, lovin the work

EDIT: dont know if important or not but both the .nds and .sc.nds work on supercard ^_^

#87375 - Devil_Spawn - Tue Jun 13, 2006 5:11 pm

i was wondering, i think it would be cooler if you resltyled it, and made it like a flea circus kinda game :)

#87383 - derula - Tue Jun 13, 2006 6:07 pm

Okay, tried the new build, it worked better, but again:
-Complete only works until the first particle landed, then eternal return to titlescreen until crash (well since i seem to be the only one experiencing this phenomenon, I'll call it... "menu return" - or do the others have the same when they say "it freezes"?)
-Catch mode: same bug, except it now returns to title screen "cleaner" (no time between, no random sounds)
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#87404 - swimgod - Tue Jun 13, 2006 8:37 pm

Devil_Spawn wrote:
i was wondering, i think it would be cooler if you resltyled it, and made it like a flea circus kinda game :)

NO restyling...
this game is perfect with the concept it has...
:P
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#87442 - compacho - Tue Jun 13, 2006 11:44 pm

I agree with swimgod. The interface and style is great.

#87776 - AnalogMan - Thu Jun 15, 2006 5:31 pm

Well, I've tested it on my hardware (DS Lite FlashMe v7 + Supercard SD)

I used the supercard NDS version and my evaluation of bugs...

None that I can find. It never freezes, I play the games as much as I want. There IS the occasional particle that falls through the band, but it's not enough to render the game unplayable. I thoroughly enjoy the egg drop. It's interesting coming up with designs where the egg won't bounce outside the sides.

Only once did something odd happen. During the first time I played egg toss, it seemed to get stuck to the side of the tunnel, like gravity was pulling from the left. I was able to go back into edit mode and touch and drag the casing further down. This hasn't happened again.

And finally, did anyone notice the highscores when you first start, they're either astronomically high, or in the negatives. I always use L+R to clear them before starting a game however.

In conclusion... AWESOME game. A level editor kind of deal would be awesome (I think I saw it mentioned in this thread somewhere, but I may be confusing it with something else). Only thing I think of is when this gets bigger, instead of little red crosses and such, maybe replace it with some sort of graphic. I'm fine with the way it is now so I don't have any ideas about the graphic. Well, I'm done. -goes back to playing Egg Drop-

#87790 - MaHe - Thu Jun 15, 2006 6:48 pm

Ummm, what exactly are you supposed to do in Egg Drop? *blush*
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#87834 - AnalogMan - Thu Jun 15, 2006 8:50 pm

Quote:
for EggDrop, you have to place particles in PARTICLE mode, and then in RUBBER BAND or ROD mode, you drag bands/rods from existing particles to other existing particles.

I will post a short video showing an example:
http://walaber.com/nds/rubber_bands/rb_03.avi

#87881 - The 9th Sage - Fri Jun 16, 2006 4:59 am

On an M3 CF version, I have run into an odd bug, or at least strange behaviour in High Toss. I've gotten good at tossing the rubber band straight up and FAST (get it going up and down fast, then snap it down, let it hit the wall, then snap it back up and let go...sweet momentum :D)...it seems that usually when it goes up to around 2224 or so the screen goes directly to the next toss, without letting the rubber band go back down or get to it's full height. I have tossed higher than this at an angle before, so I'm not sure what is causing this.
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#87887 - walaber - Fri Jun 16, 2006 7:24 am

Quote:
Only once did something odd happen. During the first time I played egg toss, it seemed to get stuck to the side of the tunnel, like gravity was pulling from the left. I was able to go back into edit mode and touch and drag the casing further down. This hasn't happened again.

I have had this happen numerous times as well. it must be an error in the RubberBand force calculation code. I will look into it more once other bugs are squashed.

Quote:
it seems that usually when it goes up to around 2224 or so the screen goes directly to the next toss, without letting the rubber band go back down or get to it's full height.

I think you mean 3224, right? I think I have figured that out. I also fixed the camera in highThrow so it's MUCH smoother. I'll post a new beta tomorrow some time.
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#87951 - walaber - Fri Jun 16, 2006 6:01 pm

New version released
several fixes in this version...
* I realized I wasn't creating the .sc.nds / .ds.gba properly- there was no loader appended. hopefully this will help with some compatibility issues.
* tweaked the phyics a bit.
* improved the High Throw game.
* rearranged and added a few new levels to the Complete game.

please let me know if this release fixes any issues, or introduces any new ones!

http://walaber.com/nds/rubber_bands/rb_06_16_2006.rar
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#87958 - Mrshlee - Fri Jun 16, 2006 7:01 pm

walaber wrote:

please let me know if this release fixes any issues, or introduces any new ones!http://walaber.com/nds/rubber_bands/rb_06_16_2006.rar

Everything played ok but I had graphic corruption/crash on egg drop.

*click a few particles.. change type and crash!*

edit: Complete the egg drop then when you click to continue - black screen *crash*
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#88000 - AnalogMan - Fri Jun 16, 2006 10:10 pm

Supercard SD - used .sc.nds, .ds.gba, .nds

All show the same problems.

In CATCH, it freezes when I let go and freezes when I hold on too long. In COMPLETE it freezes after the first time the particle disappears (whether by lying on the floor or after level complete). If I press A to edit while it's still in the air it works fine till next level.

Your previous version, the .sc.nds worked just fine for me, before the physic tweaks and discovery of wrongful creation.

#88113 - The 9th Sage - Sat Jun 17, 2006 4:20 pm

walaber wrote:

Quote:
it seems that usually when it goes up to around 2224 or so the screen goes directly to the next toss, without letting the rubber band go back down or get to it's full height.

I think you mean 3224, right? I think I have figured that out. I also fixed the camera in highThrow so it's MUCH smoother. I'll post a new beta tomorrow some time.


Yeah, I think that was what I meant...I misremember the exact total. Anyway, High Throw is much smoother now as you say, I seem to be still having a problem though. I got to 33xx (over 3065 at least)...I can't recall the exact number but strangely it looks like the high throw's 'box' runs out if you get it up that high. O_o Maybe that has something to do with the problem.

*edit*
Actually, I just managed to whip the rubber band OUTSIDE of the box...I got it up high and it happened to be at a slight angle and went outside the box, fell down a bit, then it went to the next throw. Throw was 3205 on that one, so the size of the box wouldn't be more than that.
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#88114 - AnalogMan - Sat Jun 17, 2006 4:29 pm

Mmmm.... Same thing on EggToss. If you just build a slingshot to throw the Egg up and to the left, it goes outside the tunnel and falls forever. If you press A and try to build anything it goes all wacky and you need to press B. Both my screens turned yellow if I try to place a rubberband. Anyway, you should put a top on EggToss or at least sides that extend out for it to crash into if you do that.

#88116 - derula - Sat Jun 17, 2006 5:20 pm

Okay, Complete mode starts now, but after the third try, menu return will begin. On catch mode, bug is still the same.
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#88143 - swimgod - Sat Jun 17, 2006 7:57 pm

i reached the bottom of egg drop! :D,
2204 or something like that :P...
great game,
now i can't wait for a level editor ;)
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#88199 - Linkiboy - Sun Jun 18, 2006 12:51 am

The 9th Sage wrote:
On an M3 CF version, I have run into an odd bug, or at least strange behaviour in High Toss. I've gotten good at tossing the rubber band straight up and FAST (get it going up and down fast, then snap it down, let it hit the wall, then snap it back up and let go...sweet momentum :D)...it seems that usually when it goes up to around 2224 or so the screen goes directly to the next toss, without letting the rubber band go back down or get to it's full height. I have tossed higher than this at an angle before, so I'm not sure what is causing this.
I have the same problem, except its 3251 for me. And I found a glitch to toss high. Quickly tap someone as far away from the ruber band as you can, and the band goes flying.

#88218 - MrD - Sun Jun 18, 2006 4:37 am

I had some problems with the game: :(

If I ever accidentally make a band of no length, the game will freeze. :(

Game freezes after completing the first Complete level.
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Last edited by MrD on Sun Jun 18, 2006 5:11 am; edited 1 time in total

#88220 - walaber - Sun Jun 18, 2006 5:06 am

to everyone who has crashes in Complete... please try pressing the R button to skip levels. let me know if it crashes when skipping levels, that might help me work out the problems there.

you can press R to skip forward, and L to skip back.
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#88222 - MrD - Sun Jun 18, 2006 5:16 am

I can skip fine, but winning any level causes the freeze.
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#90473 - Mrshlee - Fri Jun 30, 2006 11:02 am

Bump
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#90523 - Devil_Spawn - Fri Jun 30, 2006 4:48 pm

yeah, bump, is this project still alive? i would love a working sc version

#90588 - walaber - Sat Jul 01, 2006 2:45 am

new version

just a few fixes in this version... probably nothing that fixes compatibility b/c I simply can't reproduce the bugs here.

this version adds a few new Complete levels, and also fixes the slowdown that could happen in Complete and EggDrop.

http://walaber.com/nds/rubber_bands/rb_06_30_2006.rar
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#90614 - Devil_Spawn - Sat Jul 01, 2006 7:59 am

High Throw - object is easier than ever to get outside the edges

Catch - crashes on drop

Basket - Seems Perfect

Complete - Freeze on ball reset/ end level

Egg Drop - Seems Perfect, but runs slowly with many objects

FM V7 & SCSD


Last edited by Devil_Spawn on Sat Jul 01, 2006 10:55 am; edited 1 time in total

#90616 - brennan - Sat Jul 01, 2006 8:15 am

Everything is fine for me, but the egg drop does kinda get slow.
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#90630 - Chetic - Sat Jul 01, 2006 11:17 am

By the way, couldn't you make a mode where you can just build stuff and throw it around?
I think it'd be incredibly fun playing around with the physics to be honest.
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#90645 - Mrshlee - Sat Jul 01, 2006 1:51 pm

Very impressive.. no crashes yet.
The highthrow is a little nutty :)
Few fell through the line but apart from that.. great work :D

FM 7(?) + M3CF
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#90683 - walaber - Sat Jul 01, 2006 7:12 pm

I truly don't understand the crashes... the code at the end of a complete level to either reset or go to the next level just removes the particle from the simulation, which is the same basic code that runs in Basket, Catch, and EggDrop modes... so I'm a bit stumped.

I will try to fix the "leaving the world" issues in High Throw, although it's pretty difficult because the particles have no radius...

I agree a "sandbox" mode would be pretty cool as well... my next game will probably be more along those lines :)

this is my first working DS game, so I'm pretty happy with it as is.
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#90702 - jbullfrog - Sat Jul 01, 2006 9:34 pm

I have a SCSD mini and everything works perfectly except....the high throw

The thing you throw, the triangle thing gets stuck on the wall

Also WTF is up with level 15? That WTF level is IMPOSSIBLE!

#90752 - walaber - Sun Jul 02, 2006 6:33 am

there is a configuration of rubber bands that will actually bounce the particle higher than it started. you have to make use of it for that level :D
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#90755 - Mrshlee - Sun Jul 02, 2006 6:55 am

walaber wrote:
there is a configuration of rubber bands that will actually bounce the particle higher than it started. you have to make use of it for that level :D

I've managed to get like upto level 6... You crewl man ;)

bRing on the incredable machine ^__^
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#90892 - Devil_Spawn - Mon Jul 03, 2006 7:46 am

Ok i found out how to replicate the bugs, the crashing in complete (and correct me if im mistaken) catch. basically when i am running flashme it crashes, but when i boot my ds using my passme, on the same ds, on the same file, neither are the bugs are there.
Hope this helps ^_^

#90895 - swimgod - Mon Jul 03, 2006 8:18 am

well i found a bug that makes the screens switch :|,
i still have my ds on i was playing complete level 15,
"WTF"

and both the screens flipped...
the press a to test is on bottom and the WTF map is on top :|
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#90910 - HtheB - Mon Jul 03, 2006 12:45 pm

swimgod wrote:
well i found a bug that makes the screens switch :|,
i still have my ds on i was playing complete level 15,
"WTF"

and both the screens flipped...
the press a to test is on bottom and the WTF map is on top :|
I think thats why he called WTF :D hahaha rofl! :D great one walaber :D

#104076 - Mrshlee - Tue Sep 26, 2006 11:38 am

Bumped :)

Whats happening with this game? We want more :)
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#104078 - Darkflame - Tue Sep 26, 2006 11:42 am

yes, it was very spiffy.
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#104126 - josath - Tue Sep 26, 2006 6:30 pm

look at this other neat (PC/Windows) game he made:
http://walaber.com/index.php?action=showitem&id=12