Ah, Yahfree, haha...yeah, I'll have to figure out how to support different resolutions without ruining the design. I'm running a widescreen monitor and I don't want it to stretch in fullscreen. There are a lot of things I still need to learn! The big advantage, however, designing is very easy, haha! Small res...no efforts! ;)
Is there an easy way to make the viewport at....I'll look into it, I think I know how I could make it!
I really don't know much about anything in BM, yet. My brain's cooking from everything I've learned in the last 15 days, but I'm also addicted to the process!
Can't download your zip, though... :{
HAHA, I have only a tiny bit different level design solution, using a two dimensional array only for having level index first and then the whole level as one array after with a tiny header to tell how many rows the level has. I design in within REM section and then just truncate it manually to fit in a one dimensional array... not really that tedious, but a level designer would be neat. I might try writing one... (dear god).
so far it would look like that:
level[num]=[header,pieces....]
rem level 1
[header,
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece]
endrem
...or more realistically:
level[1]=[10,0,0,0,0,0,0,1,1,1,0,0,0,2,0,0,0,0,1,0,0]
rem level 1
[10,
0,0,0,0,0,
0,1,1,1,0,
0,0,2,0,0,
0,0,1,0,0]
endrem
My code is a mild battlefield, that's for sure. I need to somehow defractment it a little at some point, hahaha! DOH! But it still kinda works... I mean, I'm not lost in it yet...completely.
OH, by the way, I've invented a little spring system in it as well, which will be of significance later! I'll try to find some very neat ways of making use of it in the game. Initially I just wanted some balls dangle down from the top as targets, but during testing I just connected it to the paddle. Now I'm thinking it could really make a bizarre feature for later in the game. I'll keep it a surprise! :o)
(It's still jittery, though, but the line drawing from spring to spring hides it a little, hehe)
Is there an easy way to make the viewport at....I'll look into it, I think I know how I could make it!
I really don't know much about anything in BM, yet. My brain's cooking from everything I've learned in the last 15 days, but I'm also addicted to the process!
Can't download your zip, though... :{
HAHA, I have only a tiny bit different level design solution, using a two dimensional array only for having level index first and then the whole level as one array after with a tiny header to tell how many rows the level has. I design in within REM section and then just truncate it manually to fit in a one dimensional array... not really that tedious, but a level designer would be neat. I might try writing one... (dear god).
so far it would look like that:
level[num]=[header,pieces....]
rem level 1
[header,
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece
piece, piece, piece, piece, piece]
endrem
...or more realistically:
level[1]=[10,0,0,0,0,0,0,1,1,1,0,0,0,2,0,0,0,0,1,0,0]
rem level 1
[10,
0,0,0,0,0,
0,1,1,1,0,
0,0,2,0,0,
0,0,1,0,0]
endrem
My code is a mild battlefield, that's for sure. I need to somehow defractment it a little at some point, hahaha! DOH! But it still kinda works... I mean, I'm not lost in it yet...completely.
OH, by the way, I've invented a little spring system in it as well, which will be of significance later! I'll try to find some very neat ways of making use of it in the game. Initially I just wanted some balls dangle down from the top as targets, but during testing I just connected it to the paddle. Now I'm thinking it could really make a bizarre feature for later in the game. I'll keep it a surprise! :o)
(It's still jittery, though, but the line drawing from spring to spring hides it a little, hehe)