Play Ping against a bot or a friend!
I've seen a lot of pong clones here but there was always something about them that bothered me. So I made my own version, and now I can be bothered by myself.
Oh, and the AI is kind of a buzzkiller, but I guess I find that a little fun too.
I hope you enjoy!
And please, let me know if you find any bugs!
- Better A.I.
- Fixed the perpetual ball thingy
- Minor bugfixes
@PicoLate yeah, that's a problem. I did try to fix that but the algorithm isn't the best with the way I made the AI work. Will try to fix it, though, thanks for pointing that out!
@wizerr well, I did warn the AI was a buzzkiller hahaha. I thought a lot about making a difficulty level but ended up leaving it like that. With a lot of practice I now can beat the AI, but it did destroy me for quite a while. Will think more about it.
Thanks for playing!
Getting correct paddle movement from keyboard input has always been a challenge to programmers.
The original hardware had a dial and you could either smoothly slide it or jerk it at any speed to always have the paddle where you wanted it.
You want to have the movement where it's not so fast the player loses the smoothness, and not so slow the player cannot maneuver in time for a fast volley.
Years ago I wrote a PONG for a QBASIC competition. The method I used was similar but had a bit of a curve. Let me see if I can find it ...
Got it ... converting.
Use left and right arrow keys to move the paddle.
Hold down (O) to travel faster.
And of course you can fudge the numbers if you like.
Option to turn coast on and off by pressing (X). Doing so paddle stops the moment you let go of arrow keys.
@KnightOfDoom22 yeah, I get what you mean. In fact, @dw817 pretty much nailed it down. That actually is a pretty good way of dealing with the paddle speed, I'm gonna look into it. I mean, it kinda defeats the purpose of making a 2-buttons game, but it really is an ingenious solution. If I ever update this cart, I'll definitely add that. Thanks, you guys!
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