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Show HN: I made a web game called Almost Pong

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Re: Show HN: I made a web game called Almost Pong

#105
post #104

This is addicting! Make it a mobile app! (Should be simple with Unity) Create a launching website, add branding (keep it simple) And ad a daily challenge / and allow users to share it. 80% sure your game will grow fast in MAU

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Re: Show HN: I made a web game called Almost Pong

#107

This was pretty fun to play. Half way through the game I realised this was like flappy birds but within one screen. In saying that, this felt more fun to me because the space between each challenges was bigger, letting me I feel like I was more in control.

Yes, I was definitely inspired by Flappy Bird for this game. I could have called it Flappy Pong I guess.

Pongy McPongface

Re: Show HN: I made a web game called Almost Pong

#108
post #104

This is addicting! Make it a mobile app! (Should be simple with Unity) Create a launching website, add branding (keep it simple) And ad a daily challenge / and allow users to share it. 80% sure your game will grow fast in MAU

What we really need is a backstory for the ball. How did it end up between these two paddles? Why does it want to hit them? What happens when it goes into the void? What sort of love interest might a ball have?

Re: Show HN: I made a web game called Almost Pong

#109
Let me use this thread to tell this somewhat related story of mine.

When I was still at university we had a C class and were doing it in a computer lab with partners (back then very few students could afford a laptop). I was always partnering up with the same friend. Since we were a bit bored with the class we started building our own pong in C. Rendering was done in ASCII in the command line, with paddles being 3 pipes, the ball a capital 0 and the walls "#". We would spend some time at the beginning of the class building/improving it and at the end playing it. We used keys like "W" and "S" for the left player and "O" and "L" for the right player. Since the initial setup with rendering and "physics" of the game went quite fast, we thought about how to improve it and make it more fun.

What made it incredibly fun (at least for us) in the end, was the addition of bonus squares. So, between the two paddles, if the ball that you just touched hit a bonus square, it would activate an effect for you or for the game depending on the bonus. We had: - "wall", would create a 3 squares wall at the location of the bonus - "turn of the lights", would hide everything but the ball (even the paddles) - "gun", would allow you to shoot and destroy walls and bonuses - "bigger/smaller paddle", self explanatory - "net", would temporarily put a net behind you preventing you from missing the ball - and some more, like speed up the ball, add an extra ball, etc.

It's been my one and only experience building a game but I think it was the most fun I've had programming… If anybody is up for re-building a pong with bonuses I'd be definitely up for that ;)

Back on the topic: love the implementation OP, pretty addictive. And, as can be read above, it brought back some nice memories.

Re: Show HN: I made a web game called Almost Pong

#110

Impossible to play on a 280hz monitor. I see you're using Date.now() to calculate the delta. Instead, use the first argument given to you by requestAnimationFrame for higher resolution, which is a DOMHighResTimeStamp[0] [0] https://developer.mozilla.org/en-US/docs/Web/API/DOMHighResT...

Just curious, what benefits do you see using a 280Hz refresh rate?
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