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Show HN: A little physical breakout clone

brontosaurusrex.github.io

11–16 of 16 posts

Re: Show HN: A little physical breakout clone

#12

Its a bit hard to play on ios, the controls only work in the playable area, so your finger blocks the action. On iOS there is a ‘bar’ at the bottom of the screen when in landscape mode, interfering (visually) with the paddle/parallel

There is a triple dot menu at the top, and then click the ball and it should present with 4 different type of mobile controllers (one being tilt for example). p.s. I haven't tested the game on mobile devices much, I haven't tested iOS at all.

Re: Show HN: A little physical breakout clone

#13

Its a bit hard to play on ios, the controls only work in the playable area, so your finger blocks the action. On iOS there is a ‘bar’ at the bottom of the screen when in landscape mode, interfering (visually) with the paddle/parallel

There is a triple dot menu at the top, and then click the ball and it should present with 4 different type of mobile controllers (one being tilt for example). p.s. I haven't tested the game on mobile devices much, I haven't tested iOS at all.

iOS is a pain. Things like sensor data need to be activated in a certain order (like.. before other events etc). The tilt doenst work on iOS (you should get a dialog box that requests access).

Re: Show HN: A little physical breakout clone

#14

I selected tilt controls and it doesn’t respond to any motion. The “fullscreen” button doesn’t do anything resulting in a tiny game window. It’s a shame because I love breakout!

Thanks for feedback, it appears I need DeviceOrientationEvent.requestPermission() call before the game can tilt (Maybe in next version), and I can't force a true programmatic fullscreen mode using standard JavaScript code on iOS 13 and newer.

Re: Show HN: A little physical breakout clone

#15
Nice! played through the 28 levels.

About the mouse control: many times i failed because my cursor went outside the viewport and the paddle stopped moving. So i got to keep the mouse inside the game area, which is kinda annoying visually too. Even in fullscreen there are borders where the cursor can fall and die.

Another feedback: the ball bounces a bit too vertically on block corners, it seems it could bounce a bit more diagonally.

And i found the big-blocks levels a bit difficult because it was hard to send the ball at the top of the screen.

Thank you, i had fun :)

Re: Show HN: A little physical breakout clone

#16

Nice! played through the 28 levels. About the mouse control: many times i failed because my cursor went outside the viewport and the paddle stopped moving. So i got to keep the mouse inside the game area, which is kinda annoying visually too. Even in fullscreen there are borders where the cursor can fall and die. Another feedback: the ball bounces a bit too vertically on block corners, it seems it could bounce a bit…

Thanks for feedback. I'll see what I can do with cursor getting out of the play window, would cursor lock be a solution? (click once to lock, click twice to unlock).

Yeah the physics, this is ~ 5th internal version already, there were more pronounced corner angles at some point, but it got unplayable.

Big block levels; The idea is to encourage the player to find two bounce solutions, where first bounce is spinned and 2nd would be to 'correctly' translate that spin into upward speed.

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