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Thanks a lot! I haven't expected more than few people seeing it. I'm absolutely excited that people like it and give great feedback. * the move is applied auto
by kuboble 4y ago
Thanks a lot! I haven't expected more than few people seeing it. I'm absolutely excited that people like it and give great feedback.
* the move is applied automatically the moment the done does stone_width/2 in a free direction. It would be tough to implement what you suggest.
Also I did implement move counter the way you recommend - that if you make a move that cancels previous move it reduces the count but the testers were unanimously confused by it so I reverted it.
* there is no light source. It's few simple 2d images.
* I actually like how tight the stones are - like in a goban
* keyboard is on my todo if pepole intend to play on a pc
* starring is 5 for optimal score and 1 less for each extra move. Are you sure you have observed that anomaly?
- pmontra 4y agoNice game. > the move is applied automatically the moment the done does stone_width/2 in a free direction Shouldn't a move be complete when the stone bumps into a wall and stops moving? I guess you already have the code to detect that event. You can hook the move counter there. Keyboard navigation is definitely due on a computer. Select a stone with mouse and move with arrows or awsd. We can play two handed. It's much better on a phone now because we can throw stones to walls with a finger.
- kuboble 4y agoHi, It's that the animation and bumping is executed already when the stone does a short way - on a larger board it looks like this: https://i.gyazo.com/bd780834e5546a4d8f84791b0f619ebb.mp4 https://i.gyazo.com/bd780834e5546a4d8f84791b0f619ebb.mp4 But I see how it can be confusing when the path to travel is 1*stone_width. I don't have a good idea how to preserve the behavior on a bigger board and making it less confusing on a smaller one.
- huhtenberg 4y ago* Then, once move is applied disallow moving the stone again without re-engaging it a new tap/click-hold? Or undo the last move silently if the following move is the reverse of the preceding one? * I meant "implied" light source. My point was that visually it's somewhat messy due to shadows being on top. Re: the starring thing - I can't reproduce, but 100% saw it. Was on the level 3.
- japanman425 4y agoBiggest tip of all is don’t be demoralised by snarky remarks such as this > Sokoban nostalgia says Hi :) HN is full of people who have seen it been there done it and like to point it out in the pass agg format such as that. One of the most difficult barriers to starting a “cool” project for me is the “but X already exists” even worse when someone points it out to me in a snide manner. Absolutely love your game. Reminds me of the primitive yet challenging games you would find on random floppy disks at a jumble sale. Thank you for making it!
- kuboble 4y agoThank you. By the way. I didn't get the snarky vibe from the comment at all. Kuboble is born from Sokoban nostalgia :). I think this exact puzzle mechanic is a subset of many existing games. I would like to think that my original contribution is mostly the level selection. I'm grateful for anyone caring enough to post a critical comment.
- huhtenberg 4y agoThere was nothing snarky about my comment. OP's game has a similar setup, mechanics and requires very similar strategies to solve as another very well-known game that many people know. This is obvious. Mentioning it doesn't denigrate or belittle OP's creation in any way.
- Bedon292 4y agoI am not really a frontend person, but I don't think it should be too bad to implement a move counter that doesn't happen until you release the stone. Something like an onmouseup / touchend event.
- julianwachholz 4y agoThe light source parent meant is rendered into your 2d sprites. The colored stones for example have a shine in the bottom right.
- sugarkjube 4y ago> * there is no light source. It's few simple 2d images. suggestion: if you turn the images upside down (or turn 180 degrees), the light will come from top. it's a fun game, thanks for sharing ! [EDIT] one minor remark, there seems to be a small graphical glitch: eg. on level one, the 3 squares on the right side (not the top and bottom one) appear to have wrong perspective.