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Hextris

hextris.github.io

81–90 of 95 posts

Re: Hextris

#82
post #20

Interesting idea. One quick criticism: I played a couple times and maxed out around 700pts. Then played a game where I didn't touch a single key -- no rotation whatsoever -- and managed to score 3292pts. I'm not sure what this indicates, but it feels off.

That's a valid criticism - I don't know how it could be fixed. Maybe more colors could be added? Game balance has been really tricky with this game, as changes play out very differently on mobile devices and "real computers."

More colors seems like the obvious way to increase the difficulty as the user levels-up. With only four colors, random play is quite likely to get a match--the odds of a randomly selected tile matching a given tile is going to be 1 in 4.

From a cursory look (my math may be a little off) it seems like the odds of a tile matching at least one of its 4 cardinal-direction neighbors is ~57% (20 of 35 order-independent variations), and the odds of a tile matching 2 or more of its randomly selected neighbors is ~28%. In other words, with just random play you're going to get a match out of every `+` shaped collection of 5 tiles nearly 1/3rd of the time. Factoring the three-in-a row possibility the odds of a match will go up from there. (And since a match will eliminate several tiles of given color, the odds of getting a match on the "chain reaction" must also be quite high.)

Re: Hextris

#85

Earlier quoted context omitted.

My first try was 39556. I actually thought it was too slow to get started, but then it picked up quite a bit near the end.

Timing seems to be very different on different computers/browsers which is just stupid.

This is fixed on the dev branch we are pushing and rebuilding.

Re: Hextris

#86
Hey guys, one of the developers here. We've heard many people talking about the differences in speed. Previously we had based speed on the framerate driven by request animframe. We realised this was a mistake so we've switched to time based now. It just got merged and should be updated in the apps pretty soon.

Re: Hextris

#89

We did a game very similar to this for iOS called 'Cirqulous'. Check it out! (Nobody else did!) http://www.cirqulous.com/

Wow ! Thats a pretty cool game. I haven't gotten a chance to actually download and play this game yet, but a quick question : How do you actually decide what tile to spawn next ? Is that a chance that you spawn tiles so randomly that the player looses the game with no theoretical way of killing a circle ? How do you algorithmically ensure you simply 'up' the difficulty and not hit the above condition.

On the side note : The background music in the trailer seems heavily inspired from the mission impossible theme :)

Re: Hextris

#90
I quite like the idea but it's a little too buggy at the moment : - Wildly varying performance (and thus difficulty) depending on which system/GPU combo is being used - Key input stops responding on slow machines sometimes.

Having constant interval timing in your game engine is an absolute must have.

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