Why do some bricks disappear before contact with the pellets? If a brick has a two on it, I would expect two pellets to bounce off?
This one? "Juice it or lose it - a talk by Martin Jonasson & Petri Purho" https://www.youtube.com/watch?v=Fy0aCDmgnxg
With the one game I've been involved with making (https://hexiled.com/ from years ago), the juicing video motivated us to spend time on sound, explosions, bit of shake, etc. One day during development, we tested the hexabomb explosion with a phone connected to the office speakers and it was room-shakingly awesome.
This provides a counterbalance to only blindly selecting the trajectory that has your dots hitting the most bricks. Sometimes you're willing to have a poor trajectory that results in your dots immediately hitting the "ground" after only one or a few bounces if the "laser" can do enough damage, or sometimes the laser can "carve" a better path.
Are these games viable financially nowadays? It feels like most people don't play games in the browser anymore, and those who do don't spend much money, and often run ad blockers. Can you live off of making web games?
There's an article here [1] that goes into detail. The author was averaging $1900 per game, releasing one every other week.
I think the dream of most people is to not sell the game to someone else, and instead create their own revenue stream from it. But that's probably much harder.
I also found it interesting that they were using Unity for web games. I would have thought it would be best to use a JavaScript framework to reduce file size, and gain extra performance.
- The purple "beam" throws any strategy out the window. Aiming at a specific corner to try to get the stream into a loop or something is almost completely mitigated by the purple beam and it's a toss up what the bricks will look like before any balls are actually shot
- The patterns are so thin and erratic that finding good places to make loops is annoyingly difficult. My runs on average hit maybe 10 times. With a skilled enough shot, it should be one or two orders of magnitude more than that.
- The aiming angle is min'd out at what looks like 30 degrees or so, making dire life saving shots impossible.
Would be great to be able to keep track of how many hits you had per shot vs. how many new hit points (new blocks * block #) were added in the last [10] rounds
To avoid this, the game needs to have some gravity or walls that are ever so slightly not vertical
Probably the most interesting parts were working out the collision physics to be frame-rate-independant, making the drawing loop, and playing with the particle effects on collisions. Happy to answer any questions or entertain feature requests here :)
Too often I click on "try my online game" in forums like r/programming and similar only to be greeted with "sign in using [google/facebook/whatever] and grant this app access", or account creation.
I am curious what the best way to prevent this is without account creation? Maybe store all the data of the run, so it can be simulated serverside and have its score validated?
No BS, Click the link...and get smashing!
Controls and rules easy to figure out after a few plays, and just addictive enough.
Thank!
Nice work!