H�pfen (physics based arcade game)

  • Working on a non-WebGL version for the Scirra arcade. Below are a couple of screen shots from IE and Chrome. (you'll also notice a FPS counter I am using for debugging)

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/01/Hupfen_promo_WebArcade_IE_640.jpg" border="0" />

    (web browser = IE)

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/01/Hupfen_promo_WebArcade_Chrome_640.jpg" border="0" />

    (web browser = Chrome. Note the Chrome version does have a WebGL effect, Gamma with no settings in order to creat the draw effect, but it is using the same art assets as non-webgl browsers, if that makes sense. lol)

    I actually kind of like how it looks in IE - shocking!

    <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Super funny video review by RockLeeSmile of Indie Impressions.

    So much fun to watch someone play your game. I thought he was very kind and gave an honest "first impression" - which is exactly the kind of response I wanted. (Though, had he read the instructions on the Chrome Web Store, he would have gotten more out of the game). It was a very generous of him to take the time to review it, and made me laugh. (I also got some ideas of how to make the instructions more clear)

    [TUBE]http://youtu.be/R-EC5PNfWjU[/TUBE]

  • Awesome use of shaders and was this based on the bouncing ball example by any chance? Highly creative.

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  • Awesome use of shaders and was this based on the bouncing ball example by any chance? Highly creative.

    Thank you!

    No, I was just playing around with the physics (love that) and one thing lead to another <img src="smileys/smiley1.gif" border="0" align="middle" /> I'm sure my code is not the most efficient but once I got the gameplay balance "right", I just left it (amazing how subtle changes to the code can totally change the game dynamic) - I'm sure it could be improved.

    The Scirra arcade version I am working on now (the non-WebGL) is getting more refined, trying to keep the same feel as the "original" Chrome version while making it play "nicely" in other browsers. Next "version" after that is a mobile version, then an iOS version (THEN I can start working on another game!!! lol)

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