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  • igortyhon Wait... you made this? I'm pretty sure I played this on poki not too long ago.

    I'm curious how you made the softbody physics.

  • igortyhon Wait... you made this? I'm pretty sure I played this on poki not too long ago.

    I'm curious how you made the softbody physics.

    Yes, I also tested this game on Poki, but the results were better on the Crazy, so it came out on the Crazy.

    The soft body in the middle is several sensor points that are connected to each other. And the jelly picture itself is worn on top of this and only reflects the state of these sensors.

  • Yes, I also tested this game on Poki, but the results were better on the Crazy, so it came out on the Crazy.

    Oh? I'm curious, what metrics were better? Just average playtime? I put two games on Crazygames but both kinda faded away really quickly, but they did have much better average playtimes than on poki though.

    The soft body in the middle is several sensor points that are connected to each other. And the jelly picture itself is worn on top of this and only reflects the state of these sensors.

    Ah, I see. Thx.

  • Oh? I'm curious, what metrics were better? Just average playtime? I put two games on Crazygames but both kinda faded away really quickly, but they did have much better average playtimes than on poki though.

    There was more retention. But Crazy has become popular among developers over the past year and our games are very quickly leaving the first page of new releases, and if you haven't been in the popular ones during this time, your traffic is running out.

    A year ago, I was sitting in the new releases much longer.

    But let's stop this, because this thread is not for that.

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  • There was more retention. But Crazy has become popular among developers over the past year and our games are very quickly leaving the first page of new releases, and if you haven't been in the popular ones during this time, your traffic is running out.

    Ah yeah that makes sense.

    But let's stop this, because this thread is not for that.

    A little bit of off-topic keeps the forum juices flowing. But you're right, let me rectify this by posting screenshots.

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    Reworking an old project. It turns out that the old construct definitelly forced us to workaround a lot compared with the tools C3 enabled nowadays, and there's a lot of technical debt in the code that I need to migrate/fix, but it's not that complex so far, just anoying work.

    https://ppstudiomty.itch.io/weird-bunny-banana-resilient

  • ppstudiomty

    Which features have you found helpful as you reworked your old project?

  • DiegoM the whole new engine lol! Here is a listing of the key improvements compared with what I had 7 years ago that are helping me a ton:

    -Scene graph! Back then I had to workaround a lot using containers and events to create composed objects at runtime. With the new object hierarchy this go so much smoother to do, and I can take a "prefab" approach to basically all of my components.

    - Custom Actions. I tend to always visualize my objects as classes and create their custom actions depending on what they do. This lead me to cleaner code, more readable and better structured.

    - Layer groups. I can optimize the effects cascading, organize better my scene and the objects on each layer.

    - Sampling. Being able to configure it by layer, object or layout is much appreciated. I use to combine clean vector art with pixel-art. Back then it looked messy because of the sampling.

    - Signaling. I can take an "event-listeners" approach for game-managers, player-managers and single objects, to allow other parts of the game to suscribe to specific events.

    There's clearly more improvements, but these along with some plugins I developed using the new features of the SDK are turning the game into a cleaner project.

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