I am posting both the ShareMyGame link and an itch.io link.
- ShareMyGame is so simplistic that it allowed me to keep the FullScreen button Unity Created
- Itch.io has an issue with determining screen size manually so looked funny if I did not manually remove the footer divs which contained the FullScreen button.
ShareMyGame: https://www.sharemygame.com/share/b066b483-268a-4076-a26c-93099b8d0d26
Itch io: https://mbalrog6.itch.io/spaceballs-and-blocks
Here are some additional features I was able to add:
Tab = will pause the game and bring up sound control sliders for Master Volume, SoundFX, and Music
β=β will allow you gain an extra ball (Cheat to help me test levels exposing to all other to do the same)
βEscβ during play will advance you immediately to the next level.
βF12β will clear your Highscore. (Though highscore seems to only work some of the time??? not sure why??? Bug Logged - fingers crossed the dev gets to it soon LOL)
Special Blocks:
Barf Block = Superball will break any block on contact limited time - time varies per block and level.
Yogurt Block = Applies Positive Point Modifier, Applies Increase Damage Multiplier, his swartz will either push or pull the block depending on level and circumstances.
DarkHelmet = On some levels he has a swartz power, his swartz applies a Reduced Point Modifier 0.5 and Pushes the ball.
LoneStarr and Princess Vesper = Extra Life
Pizza the Hutt = When he is hit 5 pieces of food break off of him, you will lose a life if you get hit by a piece.
The Music was provided by my Little Brother.
I learned a lot from this experience. Fixing the Build so that when in Full Screen mode it still looked nice on a 16:9 ratio was a challenge. I finally decided to fix it by creating background images that were 1920 x 1200 and position it so that the 4:3 play area was always where it was supposed to be. Then used images to create a dimmer effect on the edge so that it easy to tell where the bounce walls are but not so jarring a transition.
I decided to implement a damage system instead of a hit system. The blocks have Hitpoints and the Ball has damage potential. I came up with a script the dynamically calculated the index of the damage level sprite based on how many sprites were in the array and percentage of health taken. Example 9 damage sprite in array, so [Max Health = 100] / ([Sprites in Index = 9] + 1) = [ratio of index = 10]; Then I can take [Damage] / [ratio of index] cast it to an int since cast a float to int truncates the decimal portion I get the index of the damage sprite.
I did this to make it easier to implement variable damage level without the need to hardcode hits values it was based on how many sprites I created for the damage. It also made it easier to allow for damage multiplier effects.
I hit some real snags when I learned on several occasions not to destroy an object that had effects still running or child objects that I still needed when I did not want the parent object anymore.
Anyways I hope you all enjoy it and can give me some good feedback. I play tested levels but I have a feeling it may be a bit much on the difficulty curve.