• Register

Hi all ! I'm back once again to present you my latest game, an Arkanoid-like game, called Blocus What is worth noting in this game and that you can't get from the screenshots / vid : - An endless game with a constantly increasing difficulty - The paddle is divided in three part (left, that send the ball to the left, middle and right). When a ball hits the paddle, it becomes warmer. If you can get it warm enough, the paddle will shoot very powerful projectiles. - You can upgrade your paddle (It improves the projectiles) - When you clear a column, the ball becomes more powerful and quicker - The particles will collided with the paddle or the walls I hope you'll enjoy it Smiley

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Ship paddle

News

Hello !

So, a new paddle is added to Blocus.
Frankly, I'm in love ! :D
I had great fun making it, I love the smoke and I love how the shots looks ! <3 It's also a new skin, I've used free texture and I'm quite happy with the result

I'll have to have the other two paddles at least at level 5 to unlock it.

New paddle

New paddle

News

A new powerful paddle and a lot of downloads ! Really, the game just exploded.

New version

New version

News

- Yet a new interface - More diamonds - Better performance - Better collision - The ball is easier to see in the lights off mode

Road Runner

Road Runner

News

I've made a necessary adjustment to the endless mode !

Lost Levels

Lost Levels

News

Hi guys, the new update if online, with a ton of new levels !

Post comment Comments
Guest
Guest

How do u upgrade the paddle for blocus ive done it before but cant find it now?! Lol

Reply Good karma Bad karma0 votes
bertozzijulien Creator
bertozzijulien

When you complete a level of lose in the endless mode you'll be offer the possibility to upgrade your paddle :)

Reply Good karma+1 vote
bertozzijulien Creator
bertozzijulien

A little insight on how the game is made :)

Well that's in Java, using libGDX, and as you can see it uses a huge number of particles :D.
I've used simple tricks to make them performant (I don't use the one included in libGDX, I wanted more flexibility) and to make the game more "alive" :
- One class per particles. That's tedious, but it allows me to make them as light as possible
- Almost everything happens only one frame out of two. One out of four or once per second when it's possible.
- You can see that it is very colorful, and every color evolve over time. Well that's all just based on 7 arrays of roughly 40 float, the only thing that evolve for the particles, blocs, paddle or balls is the current index.
- Some indexes are actually floats, for the blocs mainly, that allows me to make them evolve on a sinusoidal curve (I hope that's the right word, English isn't my native language).
- More broadly, I've tried to make everything as smooth as possible. Another example is when a ball hit something it grows, and then shrinks quickly cause it's sized is multiplied by 0.95f. Same logic is applied for the screenshake, the particles, the blur shader, the mini blocs that forms a full bloc... everything
- The number of particles adapt in real time to the fps. It's really simple : On one hand, particles are often generated each frame, so less frames mean less particles. On the other hand I generate a number of particles proportional to the number of fps. Sometimes with a minimum if that's a key element like the balls.
- The physic of the particles is about as simple as possible, but it works quite well : The only collide with the paddle and with three walls. I don't even bother to test the exact collision point, the center is enough, they are either too quick or too small for it to be noticeable anyway.

Funny detail, beside the background and the tutorial button, the game uses only 1 1x1 texture and 1 32x32 textures (a circle)

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X