Show HN: I'm making a spiritual successor to Ski Free that runs in a browser
broski.winterpixel.io
broski.winterpixel.io
> Your personal data will be processed and information from your device (cookies, unique identifiers, and other device data) may be stored by, accessed by and shared with 264 TCF vendor(s) and 413 ad partner(s), or used specifically by this site or app.
That's pretty insane.
> Measure advertising performance
> Legitimate interest (90 vendors)
You're really gonna send my data to 90 organisations to measure advertising performance?
> FCCDCF
Why is the cookie given this obscure name? Is it so it's harder to identify later?
I immediately closed the tab.
I've never seen that before.
Are you in the EU?
Next steps are to make it so when you past the boundary fence you enter 'back country mode' that just goes forever and a popup tells you how far youve gone, but if you fall, its game over and ski patrol takes you back. I also want to iterate on the chairlift and make the bots 'queue up'. Not sure about if the chairlift is 'fun' or not. I want the mountain to feel like a real ski resort, but nobody wants to wait.
Anyways, this game is still in development, let me know what you think.
If you wanna go straight to the web, probably start with play canvas or even Defold. Godot works, but if your not a c++ guy or dont want to fork the engine, then your not going to be able to optimize your game as much as I have
My colleague made this 3 years ago before we released our first game.
Basically we forked Godot, setup VSCode to compile it, and add new classes to a <repo>/modules/<project_name> folder and it works great. Since this video we've made a suite of macros that allow us to bind variables and methods to the ClassDB in 1 line each. Way nicer than default godot technique for adding new variables/methods.
Is there a way to make the mouse pointer disappear when playing? System: Windows 10 - Browser: Chrome.
Thanks for sharing!
Thanks so much for playing!
- The ski lift is fun, gives a little break and immerses
- Off pist is just as clumsy-smooth-clumsy as in real life, fun to explore as well like in real life
- I wish I could get some carving feedback when going really fast
Maybe record some peoples sessions and play them back every now and then, psuedo-multiplier.
More secrets. I went all the way to the right / bottom and the payoff was not good.
Mobile app?
Daily/weekly leaderboards for some tracks that changes
One thing: I wish there was a way to quickly reset to the top of a chairlift (map maybe?) or set a session and easily teleport back to it.
Reason is, I took the sunshine chair (I think its called that, the one on the right) and then went super far right into the trees cause I was curious if anything was over there, but the trees are super tight so when trying to go back, I keep hitting them and falling, and it's a bit tedious.
Thanks for playing and for commenting.
I think I could add a lot more 'life' to the mountain by going really far with the bot skier AI. Like having them queue up to get on the chairlift, and avoid/flock with each other.
Means a lot to me that you like the feel of the skier. I am the kind of gamedev that will spend an entire week tuning the friction of various mechanics, and I have a huge amount of taste on how things like 'max speed', friction & turning should be done. I've built this taste up over 10 years of making games, and I think I've got good taste, but it still feels great to have someone validate that.
One suggestion, some info at the start on the controls would be helpful. I didn't realize it was mouse controls and spent a while hitting different keys trying to figure out how to get moving.
I like the freedom to go off piste.
Just needs choices! More lifts and more runs.
1. I would replace the chairlift sequence in place of a shortened animation or just make it teleport.
2. Keyboard shortcuts.
3. Where's the monster? ;)
2. Yes.
3. Yes!
EDIT: one further note, once the skier has achieved a certain speed, and it shows the flames underneath the skis, it's almost like the graphics are being rendered in separate loops. The skier maintains a consistent frame rate, but the trees seem to be rendered almost at a half frame rate, so they appear to be slightly flickery. I can't tell if this was done deliberately for optimization purposes but it was a bit distracting.
The bug your describing with the trees I think is just a by product of my having not implemented proper 'pixel perfect' camera positioning, ie: the trees are being rendered off center from a pixel so they look glitchy, while the character is always at the same position on the screen so doesnt look glitchy.
I'm suprised your ipad pro has the above sound/shader issue as noticably... Shader compilation is also pretty brutal on windows.
Thanks for the feedback and bug reports.