NeoFlash Spring Competition 08: Bumper Harvest v1.1 |
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Kagato has released a new version of Bumper Harvest for PSP homebrew users to try out, and it's called Bumper Harvest v1.1. As the name of the game implies, the object of the game is to hit specific bumpers using a limited number of balls.
Here's an explanation of the game from Kagato:
Use the D-Pad to aim the ball launcher left and right.
Hold down L to fine-tune your aiming.
Fire the ball by pressing X.
As the ball hits the small bumpers, they light up and are removed from the field.
Hit all the red bumpers to progress to the next level.
- Red bumpers are worth 200 points; all others are worth 100 points.
- Green bumpers give you 3 targeting guides each. There are two on each level. Hold down R while aiming to use a targeting guide. Guides are not saved between levels, so use 'em or lose 'em.
- The yellow bumper gives you a bonus score multiplier. There is one on each level. All bumpers hit after the yellow bumper on the current shot are worth 10 times their normal score.
- There are also two fixed bumpers on each level which are simply obstacles, and two active bumpers which give the ball a boost.
- At the bottom of the screen is the return chute, which gives you a free ball if the ball lands in it at the end of the shot.
- Cleaned up the targeting guide
- Added current level display
- Added low ball warning
- Added "Press any button to continue" at end of level
Download: Bumper Harvest v1.1
Via NeoFlash forums
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Comments
Bumper Harvest has LuaPlayerHM3 bundled with it. It installs the same as any other app; you don't even need to know it's written in Lua. (It's only mentioned for interest's sake.) No special treatment or additional downloads are needed. I'll go back and check my description on the competition page, and make sure that's clear... :)
Thanks for clearing that up. :)
Andrew, it would be cool if you could implement some more interactive elements, like boost the ball speed when you press R (or shake the PSP using the motion sensor). It could use the green level points as fuel every time you use the boost. Also up to 3 temporary bottom walls that last 1 second if you press [ ], to prevent losing the ball.
There's a lot more that could be added to the game (much better optimisation, for a start :)). I only had so much time before the competition deadline though... Motion sensor support would be great (if I had one). I think I'd probably write a new game for it based on the same principles, and make motion the primary input. I'm planning a range of power-ups that you can use, so you're right on the money there.
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