Pesca, BlueGriffon, and randomkid are active. JesseZ's new ID is the one he's using. Nobody else on your list of not-turned-green is green for me. Insaniac's and Caddy's games are great, so you might want to add them. Caddy has already cycled through one...
I just added
JoustPong. "The future of gaming can be summed up in two words -- Pong and Joust" as someone once said on the newsgroups. This is much more to the Pong side than the Joust side - only the control mechanic (tap to flap) is really Joust-related. The CPU paddle doesn't use the flap mechanic, either, which is sort of disappointing, but the lack of position-based conditionals makes that seemingly really hard.
I had to make a number of compromises to avoid having the game frustratingly random. My ball, which has most of the logic in it, is full up of AI, and I can't use my usual trick of stacking a hidden object behind it, since the additional changes I'd like to make have to control the movement of the ball.
- I target the CPU paddle from the start. This gives the player time to react, and also avoids having the ball start at an overly oblique angle so it bounces pointlessly around. I'd prefer to randomly target the player's paddle as well, but I don't believe that's possible.
- The ball roams in one direction when the CPU hits it and in another when the player hits it. This works pretty well, but due to an addition to the player paddle, there's a bit of a cheat possible.
- The CPU paddle is kinda weird. I added a stack of "Target" instructions followed by a roam instruction. You'd think that the target instructions wouldn't have an effect, but they do seem to improve the success percentage. The CPU isn't that much worse than any other Pong CPU...
- I use the player paddle switch and an animation timer to control flap up time and descent time.
- When the player scores, the ball comes back at the player. When the player scores again (which is frequent for some reason) it keeps coming back at the player. This isn't ideal, but with the CPU limitations I don't see an alternative.
Anyway, all my games are open, so if you're interested in tinkering I see a variety of potential updates:
- Add a score counter. Start the CPU at 14 and increment to 15 if the CPU scores. Start the player at 0 to keep things interesting
- Change the player mechanic to remove the flap - just reverse directions when the screen is tapped.
- Add sound effects for contact with the top or bottom of the frame.
So my published games so far are:
Perfect Sunset - tap object game with interesting stage graphics effects.
Xprs Yrslf - like an arcade crane game as far as controls go
Penelope - a reinvention of my least favorite WW Touched game, where you had to get the Metroids off Samus. Pretty complete AI. I'm interested in what people think of the difficulty adjustment I did with the soldier graphics...
Samus GET - tap the bouncing ball, with collision detection fully implemented
JoustPong - see above
Only the last two are online. Let me know if you want any of the others.