Inertia's picture

Bubble Team RC1

Bubble Team is an old learning project ported to OpenTK, a remake of the Arcade classic "Bubble Bobble" for up to 2 Players. It's most enjoyable when you play it cooperative, it is family friendly and doesn't contain any violence or gore. It contains 42 Levels of fun versus 4 different Monsters, a dozen PowerUps and lots of yummy fruit! :)

Provided as .rar compressed archive.
Requires .Net 2.0 (or equivalent Mono version), proper OpenGL and OpenAL drivers installed.

Download via MediaFire (English, RAR ~10MB)

Download via MediaFire (English, ZIP ~11MB)

The readme file contains all relevant information how to play the game or how to add more levels, if you do create new levels I'd love to see them. Mind this is the Release Candidate 1, if you experience any problems running the game and OpenTK's troubleshooting page did not help fixing the problem, I'd love to hear about it. Any other constructive feedback is welcome aswell.



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objarni's picture

Sometimes, I'm ashamed of my code. Especially older pieces. I guess that's an all-time favorite reason.
I'm curious about Inertia though :)

Yeah that's one reason. I took a deep breath some year ago when I decided to release Dogfight2008 completely open source (on I guess it is about facing your "inner deamons" -- and accepting a life of learning. Every programmer on earth will always be a little ashamed of code they wrote just some year ago -- all their life. Once you realize that, there is no reason not to go open source. :)

athiniar's picture

The game looks really nice but I have a bug when trying to run it. On windowns vista x64 with an intel graphic card, I get the initial screen with configurations and when i press save settings and start game it crashes. Command line shows nothing. Any ideas...?

mooglegiant's picture

You need to release the source code. I know you probably don't want to, but it might be a huge help with actual game development on OpenTK.

Inertia's picture

Why ashamed? It works like a charm, but I'm concerned that italy will declare me an enemy of the state for dishonoring several pasta at the same time. The license does neither forbid reversing the executable nor is it obfuscated in any un-natural way - the chaos you'll find is due to lacking design as the game grew wildly. Any modifications to the code will likely break 3-4 other things (even I do not dare touching it, neither should you). Unless you're doing an archaeological dig how the first C# program from a previous Pascal programmer might look alike you will be bored. It contains goto labels and worse, be grateful that it runs as is. :P

If you want to use the dino's spritesheets and implement a super mario/giana sister alike gameplay you'd rather want a clean, new project than messing with the old sources (the sprite sheets could be compacted quite a bit, XNA did not support mirroring or rotation for sprites so there's alot of duplicates). It was never meant to be reusable for another game or engine, just an exercise getting used to VC# 2005. No resolution besides 1024x768, no more than 2 players or network capabilities, no new monsters, no new powerups, etc.

Installing drivers for GL and AL did not help? I'm only using GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle extensions, afaik Intel GMA 950 supports these so it's likely that new drivers fix all issues.

Mincus's picture

I think the sources could be useful for fixing the error message pop-up objarni mentioned (whatever causes it doesn't stop the game using graphics fine) and joystick support would be a nice addition.

flopoloco's picture

I agree that OpenTK community needs games and samples badly in order to advance, but I remain calm, I believe that they will come soon or later in either way or another.
But Inertia's point is right, he means that the source is 'hacked' enough for not becoming useful according to his opinion.

But for me personally, I would definitely try my best in an application and then release source code to community. The only thing I would expect then would be for someone give corrections, I would learn from my mistakes and prepare more solid knowledge and skills for the future.

triton's picture

Well, if there is interest I could open-source my spaceship scroller game.

It's not that messy, and should be easily extended. I'll talk with my mate about open-soucing it and if he agrees I'll get the code ready. :)

objarni's picture

triton - cool!

May I suggest trying out / Bazaar (bzr for short)? I've tried it for a couple of weeks, and it is well thought-out and there are tools available for Windows, Ubuntu and Mac (not the case completely for git).

It also makes branching/merging simple. Which makes bugs-fixing/refactoring simple. Instead of sending a patch to the "author" of the whole project, you simply create your own branch. When your done, and have pushed the result to your own space at Launchpad, you notify the author (a simple click-of-a-link at Launchpad) that you've got something for review, and he can simple merge it into the main trunk. Popular for "spikes" or "experiments" too.

Launchpad also has bug-tracking/blueprints built-in. Creating a branch of a project is this simple:

bzr branch lp:pyroom

.. and publishing it back to launchpad becomes:

bzr push

triton's picture

Yeah, I've tried Launchpad before. To be honest, I found bzr not too bad, but the documentation for integrating it with Launchpad (in Windows) is horrible, and me and other people I talked to had lots of issues to get it working (encryption and authentication issues).

I'll probably just use Google Code (I like it, it's simple) with SVN, just because I don't have a lot of time now to be learning a DVCS. :)

objarni's picture

Yes I went for google code last time too (my first OSS project). SVN toolchain is great in windows (TortoiseSVN) and site is extremely easy-to-use.