I'm guessing that's part of the reason for this calming banana bulshit.
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I'm guessing that's part of the reason for this calming banana bulshit.
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I might also offer the choice between "scripted" and "random" levels.
That's all I have to say for now. Have a good day!
I might also offer the choice between "scripted" and "random" levels.
That's all I have to say for now. Have a good day!
Another point I'd like to bring up is the way the levels are populated with bricks. At the moment, the numbers and operands on the bricks are chosen at random but
Another point I'd like to bring up is the way the levels are populated with bricks. At the moment, the numbers and operands on the bricks are chosen at random but
Finding a way to evaluate the performance in a way that feel fair was a bit of an issue and I will need some more time to gauge
Finding a way to evaluate the performance in a way that feel fair was a bit of an issue and I will need some more time to gauge
Getting the ball to bounce off the paddles with various angles and making that feel intuitive was also a bit of an issue, I might need to re-do the whole thing and find a different way to calculate at what angle it should bounce.
Getting the ball to bounce off the paddles with various angles and making that feel intuitive was also a bit of an issue, I might need to re-do the whole thing and find a different way to calculate at what angle it should bounce.
One of the biggest problems I had to deal (still do) with is the physics.
The ball sometimes goes through the bricks and sometimes it goes through the walls.
I played around with cooldowns and "await get_tree().process_frame"
One of the biggest problems I had to deal (still do) with is the physics.
The ball sometimes goes through the bricks and sometimes it goes through the walls.
I played around with cooldowns and "await get_tree().process_frame"