knorke wrote: ↑Wed May 01, 2024 10:22 am
Nicely chaotic. It feels very much based on luck though.
Sometimes I did not get a single item, was stuck with a single ball and ended with low score.
Other times I got several multi-balls and the "wall" and in seconds I got a score of 10700.
There is no way to aim the ball with the paddle? Usually in Breakout games it bounces in a different angle depending where the paddle is hit.
This allows the player to (try to) aim the ball into holes etc, adds a bit of strategy instead of just reacting.
How did you pack for webplay on itch.io?
Correct. The way the game works behind the scene is that whether you get a ball, or powerup is based on which random number you receive. Further more, there is a max amount of random numbers that can be received as well. There were older versions of the game that got you more balls faster, but was WAY more chaotic. Hopefully, this is something that can be updated with my upcoming port of the game to the Switch and 3DS.
As far as aiming the ball is concerned, I had believed that it was possible in my game, but it seems not. You are also correct that it would add a bit more strategy to the game. Hopefully, with the upcoming ports, I can also attempt to fix this.
For the webplay, I just used this version of love.js:
https://github.com/Davidobot/love.js. In the index.html created, remove the footer, and edit the width and height of the page:
Code: Select all
<center>
<div>
<canvas id="loadingCanvas" oncontextmenu="event.preventDefault()" width="288" height="512"></canvas>
<canvas id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
</center>
You should also remove this above the aforementioned code:
And just like that, the game should be shown without any borders. Package all the contents of the folder into a zip file, and distribute it
![Smile :)](./images/smilies/ms-smile.png)