LSD – Line Square Dot Game
lalo.li
lalo.li
coded this game once upon a time for a viennajs (js meetup vienna) talk. added a little bit more game logic yesterday.
homegrown physics engine (buggy as you will find out) inspired to some degree on what i learned via http://annotated-code.maryrosecook.com/circles-bouncing-off-... (saw this on HN, decided that it should be a game)
issues:
* sometimes dot gets stuck on a line (strangely this happens more on mobile phones then on desktop)
* sometimes dot vanishes (i suspect a NaN error)
* on windows phone lines can not be drawn sticky (not a clue on how to debug this on a mac)
why did i do it:
* for the love of code
* i like simple games (this is another one of my games http://www.fullstackoptimization.com/bubbles/ )
pull requests / forks welcome https://github.com/franzenzenhofer/lsd
Your game "Bubbles" reminds me of Osmos (http://www.osmos-game.com/), has it inspired you?
but basically it was explorative coding: start with a circle, OK, let's move the circle around, what's next? More circles, OK what happens if the intersect ... And so on.
EDIT: And it does not run at 60 fps.
edit: got to level 10 with this approach before giving up. basically, bound the ball into an area towards the goal as soon as it gets there by enclosing it in a polygon. as long as you keep getting it closer, you eventually get it into a polygon with the target - it works out. It will even pretty much guarantee the ball eventually goes through small gaps it needs to to pass through one polygon to another
Seems like a good explanation for how gases work.
I also try to make the box the area in my polygon with the lowest potential energy. It seems to (mostly) obey conservation of energy, so....
reminds me of Jezzball :D
Nice work. If you wanted to spiff it up, you might change the dot to a basketball and the square to a hoop. And add some satisfying sounds. Bouncing on the rim and having the net move in a plausible way would be some work for you. :)
I think this is an excellent game and would probably keep playing a version that had some of the bugs worked out. The glitching through walls can be fairly infuriating if you have the ball completely enclosed and it gets its way out, plus the interactions with the edges of the screen can really screw you up (e.g. when you're drawing a line and you accidentally brush against the edge, so it drops the line immediately). I'd also get rid of the clickable stuff at the top left or reduce the play area so that stuff isn't in the way, since a couple of times I accidentally surrendered while I was trying to draw a line there.
One other improvement I could think of is doing a little forward calculation on your randomly-chosen initial state to prevent it from setting up scenarios that really are impossible or just no fun. Having the ball appear for a 10th of a second and then bounce off the top of the screen never to be seen again (because it went to the side) is no fun. Oh, and maybe stick a red dot or something at the top border of the screen when the ball is up there so you can track where it is horizontally. Oh, I'm full of suggestions.
Edit: how did the double mango pudding turn out? :)
XP doesn't have the "tall" start button and icons-only taskbar, and 8+ doesn't have Windows Classic.
I decided it was more valuable as a portfolio piece than as product with abysmal sales (couldn't afford to market it; not sure if it would have helped anyway), so I made it free.
You can play it with the Unity web plugin (I know) here: http://luciangames.itch.io/oware.
I only posted it here because it's a game with no text whatsoever, and I found that to be a really interesting design constraint. But maybe I'm the only one.