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xenobrain

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A member registered Mar 21, 2020 · View creator page →

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All submitted games must include a version that is free and playable in web browsers

This game was DQ’d during the ratings period due to not being made with Dragonruby, which was a rule of the jam.

It’s a solid entry otherwise and worth playing so it’s now returned.

Thank you for this detailed review on all the ways the game sucks. It’s more than it deserves =P

It was created in jest in about an hour as a parody while I worked on my “real” entry. That there aren’t more negative reviews is just because people are too nice

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Unfortunately, I couldn’t figure out how to unlock the other balls.

Really interesting from an implementation perspective though. Great physics and FX. The use of signed distance fields with pixel arrays for rendering and logic is quite novel for a DR game

Interesting sound toy. I had fun trying to get everything timed into some kind of rhythm

Fun gameplay with very satisfying animations when you smash though trees, fun sound effects and appealing art. Love it when you can chain time bonuses. Whee!

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“Bouncy Swordfights”

Literally exactly what was promised.

First class production values through and though. I laughed while I chopped up the baddies. Great…. everything

Wow, challenging! From the first level I wasn’t sure some of these jumps could even be made. I made it to the upper part of the third level so far.

There were clearly some challenging programming problems solved making this game. Respect

An “auto jumper”! Seems like it should be a genre but first I’ve heard of it =P

Great implementation with some really lovely art

What a great and hilarious concept! It’s quite fun, too. Personally, I’d like the difficulty to scale up a bit faster.

Surprisingly authentic CGA graphics! It’s unusual enough for a jam game that it felt fresh

Wow that’s just one shy of the theoretical maximum which you probably can never get due to the physics sometimes causing new spawns to leave the screen.

You are way too good for this game

Mooooooooo

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First, congrats on shipping a tiny game!
Looks like you used BlitzBasic

I was definitely amused by the art and music

I’m sure you’re aware collision detection is a bit glitchy. There’s a few other bugs too, but the game is indeed completable.

Also the game speed seems tied to refresh rate. It ran too fast on my 165hz monitor.

What would be really appreciated is a way to quit the game before the ending without having to kill it in the Task Manager

I also wrote some samples using the impulse-based approach

Simple: Boingy

More advanced, with rotation and better solver Boingy2

The second one is a little messy still because I’ve been busy with other projects and haven’t cleaned it up, but it should still be helpful

This is specifically a Dragonruby game jam.

The engine’s creator has made it free for a limited time around the start of the jam.

We’ve also made the jam long enough that people who have no prior experience with the engine can have an opportunity to learn it.

Folks experienced with code-focused frameworks like LOVE, Pico-8 and Raylib should feel right at home, though the community does have some people coming from engines like Unity and Godot.

We hope you download DragonRuby and “kick the tires” a little. If it feels good to you, please join our very, very friendly Discord where we’ll give help and lots of encouragement!

If it’s just not for you, keep a lookout for our team’s next jam, 20 Second Game Jam which will be returning in Nov-Dec and will be open to all engines

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Below are links to tutorials that take a deep dive into making things boingy. They are sorted from simple to complex so be prepared for some heavy duty math as you get near the bottom. If you want help with maths stuff, come see us on the DragonRuby Discord and head for the #math-physics channel.

Tutorials

Build a simple 2D physics engine for JavaScript games https://developer.ibm.com/tutorials/wa-build2dphysicsengine/

Collision Detection and Response https://www.metanetsoftware.com/technique/tutorialA.html

Newcastle University Game Engineering - Physics https://research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/

Rigid Body Dynamics http://www.chrishecker.com/Rigid_Body_Dynamics

Game Physics Series https://allenchou.net/game-physics-series/

References

These are the resources that almost everyone builds on. They can be tougher to learn from but it’s the most definitive information

Dirk Gregorius. March 2013. “The Separating Axis Test Between Convex Polyhedra.” Game Developers Conference. http://media.steampowered.com/apps/valve/2013/DGregorius_GDC2013.zip

Dirk Gregorius. March 2015. “Robust Contact Creation for Physics Simulations.” Game Developers Conference. http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf

Erin Catto. GDC 2005. “Iterative Dynamics” https://box2d.org/files/ErinCatto_IterativeDynamicsSlides_GDC2005.pdf

Erin Catto. GDC 2006. “Fast and Simple Physics using Sequential Impulses” https://box2d.org/files/ErinCatto_SequentialImpulses_GDC2006.pdf

Not speaking for the host, but there is some general guidance on this topic that applies to most game jams.

If you’ve been coding for any length of time you’ll have a library of fairly generic functions you’ve written that apply to multiple projects. Maybe some of those functions were “borrowed” from stackoverflow originally. Some might be fairly large like a grid drawing and querying system or an animation system if the engine doesn’t provide one.

Bringing in the grid or animation systems is typically fine in most jams (not Ludum Dare), but a larger system that also includes character movement, and pre-programmed abilities that is nearly a playable game already, is not.

If it’s code you feel like you have to ask about–don’t do it

Thanks for playing! There are quite a few known bugs as I was unable to work on the game during the last week and had to ship it unfinished. I haven’t seen the scoring issue mentioned but I have a good idea what it might be,

The game is absolutely inspired by Bubble Bobble, good catch! As I continue working in it, I will be bringing more ideas from that game

No worries, we completely understand stuff like this happens. Your entry will certainly be qualified in the contest if it’s all worked through in a reasonable time frame. Take a break, get some sleep, and visit the DRTK Discord when you can. You’ll definitely find help there.

It definitely works as a complete game and is more polished than some of the other scratch entries. Nicely done

This seems like an interesting concept, unfortunately it’s so crazy fast I can’t survive for more than a few seconds

Polished entry. I like that the arrows tell you where the circle is going next. Gives you a sense of false confidence about how easy it’s going to be =P

Unfortunately I just can’t keep up with my laptop trackpad. I’ll have to try again when I have a mouse handy

Fun concept and very polished presentation!

Took me 3 attempts. Solid entry. Nice particles

Your page says this is your first time coding such a game. Congrats, shipping a good, working game is always a great accomplishment.

I first played this last week, I think. It was clearly still WIP so I just came back and you seem to have greatly improved it

Nice, simple concept executed well. Great art and sound, too. An option for (much) higher difficulty would be welcome

Why does the timer reset to 10 when you go down the (unavoidable) pipe? I run forward for the remaining 10 seconds hopping over the logs but there’s no indication of an achievable goal. Can this game be completed?

Weird stretching character. Weird scoring system. Weird music. I’d say you squarely hit the mark you were aiming for =P

Wow this is really challenging! It took me a bunch of tries to get to the end and I missed the shot :(

Good job on map generation and handling isometric perspective

This was fun and funny! I found it very easy so it might be neat to add another difficulty level with more steps.

Took me about 10 tries in all. Felt extra punishing since it’s doesn’t auto restart when you die.

Physics feel good, nice balance of momentum and friction. The actual platforming is forgiving which is nice taking into account the other obstacles since it let’s you get some nice forward momentum going. Who knew snails could move so fast?

After the sequence played I was left with a feeling of mild confusion and waiting for the game to start. I hope this material is able to better connect with it’s intended audience

Very nice graphics and sound for this one. The music makes me think of Tetris for some reason.

It’s fairly challenging, just enough that it took me a few tries–and really it has to since you need to learn the path forward.

My first attempts were with the web build using Firefox on MacOS. Keys were getting stuck making the character continue forward without input, the jump button was ignored etc.

I later tested on Safari and it seemed OK there. Don’t know if others are having issues.

Wound up actually playing on an emulator with a controller, which was of course a much better experience.

Hi, this game is non-functional and we require games to be playable on Windows, Mac, Linux or Web platforms.

I’ve made the game invisible for now. If you resolve the issue we’ll let it back in the jam.

You can come to the Discord if you’d like to discuss ways to fix this issue

This one seems quite promising. However due to the controls being based on absolute rather than relative cursor coordinates, I found at some point I couldn’t turn the character enough to go where I wanted.

Wow I attempted this a bunch of times and never quite got for the finish. Definitely earns it’s name. I do believe it’s possible though!