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SDL-Ball

Version: 1.0.1
Author: DusteD  
Category: Arcade Rate this game yourself!   Average of 6 Ratings:4.224.224.224.22

SDL-Ball Screenshot Pretty arkanoid/breakout/dxball clone

SDL-Ball is a arkanoid/breakout/dx-ball clone with pretty graphics, written for linux in c++, using opengl and sdl.

The objective of the game is to control the paddle and a ball, to make the ball hit bricks, and hit all bricks on the level, when all bricks have been hit, the level is completed.

License: free

Additional System Requirements: OpenGL, GLU, SDL, SDL_image, SDL_ttf, SDL_mixer. 3D accelerator with working drivers.

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by dusted on 2008-04-18.


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Comments

  Widescreen mode bug in 1.0. posted by sss72 @ 80.222.212.65 on Jan 11 2009 9:44 AM 333
Beware that changing the video mode dosent work ok. Thou if you change, look for the redish bar to see at wish point the choise is. Incase segment fault becouse videomode at starting the game, the settings are at home dir in .config/sdl-ball, so you can fix it.
I allways liked Krakout more than Arkanoid wish though had cooler intro music :)
 
[Reply]
  Re: Widescreen mode bug in 1.0. posted by dusted @ 77.68.146.169 on Jan 11 2009 3:05 PM  
Okay, I've not been able to reproduce this on any widescreen systems, I suspect that sdl reports the wrong "current resolution" to the game, and it tries to do something impossible, if you have the time and want to help: add this: cout << "I think you are running this resolution:" << oldResX << "x" << oldResY << endl; on the empty line 3934 in main.cpp Then compile the game: make Then run the game with: ./sdl-ball And then compare what resolution the game thinks you are running, with what you know you are running, are they the same ? If not, this is a sdl bug :)
 
[Reply]
  Re: Widescreen mode bug in 1.0. posted by dusted @ 77.68.146.169 on Jan 11 2009 3:51 PM  
If you know how, here is a patch that might work (you need to remove the settings file): --- main.cpp (revision 106) +++ main.cpp (working copy) @@ -3931,6 +3931,23 @@ int oldResX = SDL_GetVideoInfo()->current_w; int oldResY = SDL_GetVideoInfo()->current_h; int oldColorDepth = SDL_GetVideoInfo()->vfmt->BitsPerPixel; + + /* Handle those situations where sdl gets a void resolution */ + if(oldResX < 128 || oldResY < 96) + { + cout << "SDL Reported a screen resolution below 128x96."<< endl; + cout << "Assuming this is a bug in SDL or driver." << endl; + cout << "Falling back on 128x96"; + oldResX=128; + oldResY=96; + if(!setting.cfgRes[0] || !setting.cfgRes[1]) + { + setting.fullscreen=0; + cout << ", windowed mode."; + } + cout << endl; + } + /* The above code is not tested and might not work */ if(!setting.cfgRes[0] || !setting.cfgRes[1]) {
 
[Reply]
  Re: Widescreen mode bug in 1.0. posted by dusted @ 77.68.146.169 on Jan 11 2009 3:51 PM  
--- main.cpp    (revision 106)
+++ main.cpp    (working copy)
@@ -3931,6 +3931,23 @@
    int oldResX = SDL_GetVideoInfo()->current_w;
    int oldResY = SDL_GetVideoInfo()->current_h;
    int oldColorDepth = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+
+  /* Handle those situations where sdl gets a void resolution */
+  if(oldResX < 128 || oldResY < 96)
+  {
+    cout << "SDL Reported a screen resolution below 128x96."<< endl;
+    cout << "Assuming this is a bug in SDL or driver." << endl;
+    cout << "Falling back on 128x96";
+    oldResX=128;
+    oldResY=96;
+    if(!setting.cfgRes[0] || !setting.cfgRes[1])
+    {
+      setting.fullscreen=0;
+      cout << ", windowed mode.";
+    }
+    cout << endl;
+  }
+  /* The above code is not tested and might not work */

    if(!setting.cfgRes[0] || !setting.cfgRes[1])
    {
 
[Reply]

  nice game posted by idl0r @ 87.157.6.143 on Nov 15 2008 11:39 PM 55555
a really nice clone of breakout, nice!
 
[Reply]

  very cool posted by Draconishinobi @ 89.122.167.246 on Nov 12 2008 10:15 AM 55555
A very nice breakout clone. It have very nice powerups including being able to see the bounce angle ... very helpful. Lbreakout doesn't have that. Great work so far.
 
[Reply]

  Nice breakout game posted by luojie-dune @ 220.240.16.13 on Nov 12 2008 8:30 AM 55555
Nice game. I hope I can have passwords. Or can I select any levels I want? It really make no sense to complete a game in a static order.
 
[Reply]
  Re: Nice breakout game posted by dusted @ 77.68.146.169 on Nov 28 2008 10:57 AM  
Hi, you can't have passwords, but you can save your progress so you don't have to complete the same levels again :)
 
[Reply]

  Level editor posted by dusted @ 77.68.146.169 on Aug 10 2008 8:52 PM  
By the way, theres a leveleditor (html and javascript) here:
http://dusted.dk/SDL-Ball-guiEditor/
in case anybody like the game enough to want to make levels :)
 
[Reply]

  SDL/OpenGL init posted by andreyu @ 195.222.71.78 on May 27 2008 7:09 AM 333
> int SDL_videomodeSettings = SDL_OPENGL|SDL_RESIZABLE|SDL_DOUBLEBUF;
Do not use SDL_DOUBLEBUF flag with SDL_OPENGL, instead use SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) BEFORE call SDL_SetVideoMode()
p.s. You should more work on code and graphics.
 
[Reply]
  Re: SDL/OpenGL init posted by dusted @ 89.150.66.68 on Jun 4 2008 11:35 AM  
Thank you for your comment, I will do like that instead :)
Also, I AM working on the code and graphics.. Theres a reason this is still called alpha, and 0.0X versions :P
 
[Reply]

  SDL-Ball posted by AMDmi3 @ 213.148.20.85 on Apr 22 2008 10:38 PM 4444
Nice dx-ball clone indeed. Should note however that graphics feel too blurry (likely because it resizes to 1024x768 on my 1280x1024 LCD monitor), messages when picking a bonus are barely readable because of distorted font, and also it doesn't restore original resolution on exit (on my FreeBSD 7.0/Xorg 7.3/nvidia at least). Also I've noticed bug when a ball hits two horizontally adjacent bricks from the top just between bricks. It sometimes change horizontal speed to opposite, while it obviously shouldn't. Anyway I'll try this some more, it looks really promising.

PS. -lglut is not needed in the makefile, and also distfiles are better to be named like
sdl-ball-1.0.tar.bz2
sdl-ball-data-2.0.tar.bz2
sdl-ball-backgrounds-3.0.tar.bz2

thus it'll be clear which software they belong to if they're placed into same directory with many other distfiles (say, in some repository or distfile mirror). This'll make maintainer and users life a bit easier :)
 
[Reply]
  Re: SDL-Ball posted by dusted @ 194.255.108.253 on Apr 23 2008 7:11 AM  
Thank you for your advide, I'll rename the dist-files and clean up the makefile, I'm still hunting for those collision detection bugs, what actually happens is that the ball hit two bricks at the same time, but because of the way collision detection is done, it removes one brick, and the next collision is detected as being on the side of the remaining one, I know how to fix this (I think). The graphics are also a concern, I'm still working on making multiple resolutions work well :)
 
[Reply]

  SDL-Ball posted by DaVince @ 145.92.12.122 on Apr 22 2008 12:11 PM  
The graphics are a bit too gradienty to my tastes. Don't forget: gradients don't make graphics professional!
 
[Reply]
  Re: SDL-Ball posted by dusted @ 194.255.108.253 on Apr 22 2008 1:02 PM  
I must admit I'm a big fan of gradients, but there is still quite some work to do on the graphics, unfinished powerup icons and stuff, maybe an animation for the paddle and such, if you're interested in supplying graphics, I'll gladly consider them :)
 
[Reply]

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