Thanks, that means a lot! I really tried to come at the project as though I were making something I would want to play, plus I love any excuse to make new music and sound effects.
The music reminds me a bit of the Commodore Amiga music from the demoscene, back in the days.
I am a bit jealous
I handle my project the same way as you do, implementing 2-player option, some power-ups, moving critters like in the original Arkanoid, highscores and - if i can take it- a “endboss”.
Way over the goal of the lesson, but i can’t help myself, the version from the course is just too boring
I noticed the crackling sound on other peoples builds as well. It seem to go away after some time. May be a unity/WebGL glitch…
Another small concern after playing it again: the paddle moving over the borders causes quite some irritations while playing. Restricting it to the borders may enhance the gameplay a bit.
Also, not really a concern, the extralives seems to be given a bit to generous.
I played around with the paddle being constrained to the edges for a while during development and I didn’t like how restrictive it was on the player’s ability to aim where the ball was heading, so I moved the constraints past the edge to allow the player more options. The paddle has 7 angles to adjust where the ball goes and if you clip it at the edge any ball that’s coming down the corner can only be hit with one of the angles. So, I tried, but I just preferred this way of doing it. The only downside that I found was trying to get the paddle to release the ball closely to the wall was a pain because the mouse was usually outside of the play area and wouldn’t register mouse clicks…
Also, with the free lives I intentionally gave them out freely, because the first 10 levels are meant to be easily beaten, once level 11 comes into play the difficulty gets much higher and those free lives come in VERY handy. The idea is to let the player bank a ton of free lives in the first 10 and then see how far they can get from there in the more difficult stages. I went back and forth between awarding them at 1000, 1250, and 1500 points, but felt that the game was more fun with the extra lives given out freely so people could get a little further into the game. I figured since there wasn’t an “end” to get to the challenge lies in how long it takes you to finally die, so lives shouldn’t be a precious resource.
But thanks again for the feedback - I also really wanted to try and do some sort of “end boss” but felt it was probably time to move on from this assignment - I’m excited to see how yours turns out though - if you get the end boss added in I’d love to see what you do with it! And, yes, I loved the demoscene era as well, such a fun time for music.
Also, as for the pops in the audio - I tried playing it on a different browser (Microsoft Edge - uuugh) BUT it ran a LOT smoother. I’ve been reading a lot of Unity forum posts that are saying WebGL under Chrome is a bit of a nightmare. In the future I may look at different options for deploying the game rather than WebGL if I can’t find a better solution.
OR Perhaps I’ll look into moving to Unity 2017 and try building under that, because they may have a better WebGL solution there.
The game looks great man!
I was playing it for a little bit and on your level 2 I had the ball go to the bottom right corner
I tried to hit the ball when it was hitting the wall and was able to trap the ball against the right wall and the bottom, under the paddle. The ball was half visible and appeared to be attached to the paddle. When I moved the paddle away the ball fell.
Not sure what’s going on but id assume something with your colliders meshing in the right bottom corner?
Hmmmmm… I’ll check it out, the collider on the paddle is thicker than the sprite to stop the ball from clipping through at high speeds, but maybe that’s causing some problems… I’ll double check the colliders though, thanks!
Also, I’ve noticed that every once in a while the ball will get stuck between the paddle and the wall and the speed will drop to almost nothing, which might be related to the issue you’re having. Grrrr colliders!