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PROJECT: Clickin' Collapser — Parallax Forums

PROJECT: Clickin' Collapser

Spork FrogSpork Frog Posts: 212
edited 2008-12-14 23:36 in Propeller 1
Hey everyone. I've been working for a while now on a little project, a clone of a once more popular arcade game known as "Clickomania", "Sega Swirl", or sometimes "SameGame" or "Klickety" under Linux distributions.

The object of the game is to remove as many tiles as possible. Groups of 2 or more adjacent same-colored tiles can be removed, and any tiles above the group will fall down to fill in the spaces that are made, as well as sliding to the left when entire columns are gone. Control is with the gamepad or mouse (mouse only on Demoboard setups.) Use the D-pad to select a tile (group) and press A to remove it, or mouse movement and right or left click when using the mouse.

Let me know what you think.

Released to the Public Domain.

Post Edited (Spork Frog) : 4/19/2008 5:09:46 PM GMT

Comments

  • AndreLAndreL Posts: 1,004
    edited 2008-03-29 01:01
    Very cool. I will check it out.

    Andre'
  • Spork FrogSpork Frog Posts: 212
    edited 2008-04-05 21:57
    New version, 0.7

    Added mouse support, splash screen, game over detector, and a little bit more efficiency.

    Still to add:
    -Scorekeeping
    -Efficiency (there's a little more to be done yet)

    Post Edited (Spork Frog) : 4/6/2008 7:58:53 PM GMT
  • Parallel UniverseParallel Universe Posts: 46
    edited 2008-04-06 02:10
    Nice! I like it.

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    ·</Parallel Universe>
  • Spork FrogSpork Frog Posts: 212
    edited 2008-04-06 17:38
    Version 1.0

    I tried to add sounds but I realize that they just get plain annoying with the amount of clicking that goes on.

    But I did add scorekeeping and a little more efficiency. Scores scale exponentially for the size of the group you remove.

    Final Release. Enjoy.

    Post Edited (Spork Frog) : 4/6/2008 7:59:11 PM GMT
  • tpw_mantpw_man Posts: 276
    edited 2008-04-06 18:02
    Looks like a very cool game. You could edit your first post and upload the new archive and say that it was updated to x.x instead of creating new posts.
    EDIT: The main spin file says version 0.7. Is it the new version but you forgot to change the version?

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    I am 1010, so be surprised!

    Post Edited (tpw_man) : 4/6/2008 6:07:11 PM GMT
  • Spork FrogSpork Frog Posts: 212
    edited 2008-04-06 19:55
    Alright, I'll do that and remember in the future.

    Yeah, just forgot to update the version number. It's the right file though. FIXED
  • tpw_mantpw_man Posts: 276
    edited 2008-04-06 20:10
    Also, can you make a port for the demoboard? I have tried unsuccessfully to make one. It looks more fun to play by the second tongue.gif

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    I am 1010, so be surprised!
  • Parallel UniverseParallel Universe Posts: 46
    edited 2008-04-07 01:12
    Love it! The score numbers are great! I've always liked this sort of game, and now I can play it on my Hydra!


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    ·</Parallel Universe>
  • Spork FrogSpork Frog Posts: 212
    edited 2008-04-07 02:01
    @Parallel Universe: Thanks much, always glad to hear that from people.

    @tpw_man: I think I got it. Can you test it for me?
  • Paul BakerPaul Baker Posts: 6,351
    edited 2008-04-09 01:13
    Project addded to master index.

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    Paul Baker
    Propeller Applications Engineer

    Parallax, Inc.
  • ClemensClemens Posts: 236
    edited 2008-04-19 14:39
    The demoboad-version only runs if you change these lines both in the STF_Color_Tiles and JLC_Spectrum_TV:
            VCFG_NTSC               =      %0_10_0_1_1_000_00000000000_101_0_01110000
             
            ' Port mask (Hydra DAC on pins 24 to 26)
             
            PortMask                =      %0000_0000_0000_0000_0111_0000_0000_0001          
    

    Thanks for the game Spork Frog, I learn a lot by looking at the code of the games you guys post here.

    Can't wait for BoulderDash. smile.gif
  • Spork FrogSpork Frog Posts: 212
    edited 2008-04-19 17:08
    Clemens, thanks for that. I made those changes and re-uploaded the Demoboard archive.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-15 21:53
    Neat game.. I had to make a couple adjustment to get it working on the Protoboard.

            VCFG_NTSC               =      %0_11_0_1_1_000_00000000000_001_0_01110000 
             
            ' Port mask 
             
            PortMask                =      %0000_0000_0000_0000_0111_0000_0000_0000  
    
            VSCL_BackPorch                          =       34+143
    
    



    Very Nice!

    OBC

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    New to the Propeller?

    Getting started with the Protoboard? - Propeller Cookbook 1.4
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  • BamseBamse Posts: 561
    edited 2008-06-17 03:38
    Very addictive game, great fun...

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    Living on the planet Earth might be expensive but it includes a free trip around the sun every year...

    Experience level:
    [noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
    [noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
    [noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
    [noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
    [noparse][[/noparse] ] I dream in SX28 assembler...

    /Bamse
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-12-14 23:36
    This is a corrected demoboard version of this which uses the NES controller (p3,p4,p5) for controls.

    Awesome game.

    OBC

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    New to the Propeller?

    Getting started with a Propeller Protoboard?
    Check out: Introduction to the Proboard & Propeller Cookbook 1.4
    Updates to the Cookbook are now posted to: Propeller.warrantyvoid.us
    Got an SD card connected? - PropDOS
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