This update changes how some difficulties start as, as well as adding indicators that tell you how powerups are doing without having to look at the side of the screen, toggleable.
The first update is the actual balancing, which changes the starting speed of some of the difficulties to have their descriptions match them better, as well as giving Euphoric 2 more lives.
The second update are the Powerup Hints.
These hints show how much a powerup has left when it’s important. There’s 3 setting levels:
None, classic behavior, except Unstoppable’s last 2 seconds have its trail’s width recede down to the ball’s size
Important hints, selected by default, Falsewall’s last hit will have a ⚠ when it has one hit left, and Magnet/Railgun have a tooltip below the paddle when they are refilled or are down to their last use.
Most hints, has the previous except the paddle powerups show the tooltip on every use.
And a few bugfixes:
Potentially fixed some edge cases where the ball collision will freak out at high speeds and skip an entire brick
Potentially fixed WebGL not saving settings between updates
So I have recently finished Artfight 2023's drawings, and one of them was a game
I'm gonna upload Artfight's drawings in here, because I never did starting from 2021, and then I'll polish up the game I made for AF 2023 and upload it here
This update has been published to address concerns with the gameplay escalation and loop, as well as some bugfixes to improve stability and user experience-
sorry, i meant the good-feel of the game and have difficulties feel like they’re their actual difficulties.
The first update within this update is an overhaul to how Paddle Transmission (paddle speed maximum) works. I think a video speaks more for itself, so here’s it:
The paddle may feel a little off as a result of this change, so if the precision is severely affected, let me know and I will take it into consideration.
The second update is to Multiball.
Multiball has a slim chance of spawning balls at angles that are extremely upright or extremely horizontal, and that may cause you to get softlocked. As such, a check has been added to prevent hard-right-angles from being used, and instead knock them to the closest non-infringing angle. In this diagram the angles that are avoided are highlighted in red.While we’re at it, the ball’s collider has changed slightly to address an issue with corner-hits and possible mis-collisions. Hopefully this change addresses that. If not, I’ll be looking more into it.
The third update is in regards to the Ball Respawn Punishment (or BRP as I’ll call it now).
The BRP is a small timer that runs starting from when the ball is lost (life lost) until it’s available to be used (launched). In this time period, the only ball-related powerups that will work are Speed-changing powerups (since those don’t affect the ball “directly”, but rather an element of play).
To address any confusion, such as Multiball or Unstoppable sometimes not working, the paddle will now be slightly less opaque when this period is on.
Speaking of the ball, speed specifically, the speed adjustment is now more dynamic and adjusts to how fast your ball is. Previously in all difficulties, the ball would change by static numbers. Now, each difficulty can change it in a particular way, and to illustrate an example here’s the values you’d get from the Mellow (basic) difficulty:
Notice how the speed-up powerup value does not change. This is intentional, and some difficulties may opt to become “bilateral” so the speed-up is affected in a similar way to the speed-down the lower the speed is.
Speaking of difficulties, there is now a slow-speed capped difficulty called Sleepy. You can see it in the main play menu.
Speaking of sleepy things, here’s some more miscellaneous, boring changes:
Pico-0’s ADV color has been changed to blue to celebrate nick666101’s 1.7m point record in that stage
Speed margins for every difficulty were adjusted a bit after feedback
Fixed some highscoring bugs and settled on scoring points.
Counters should be more reliable when values are changing often (Score is still the same).
Pico-0’s brick sets have been rearranged a bit to prevent collisions.
The difficulty you play is now visible in both the results screen and the Pause menu.
A reason I've been so absent is that I've been working in a GAME
do you want to see some of the GAME !?
you get to see some of the GAME, because it has reached a maturity level where I can stop showing it privately and expand its range to some
so, this GAME will also be uploaded to NEWGROUNDS
it's like a demo because development is slow, but I will keep working on it, and if I get enough funding from itch.io and people like it the GAME! will be STRONGER !?
Hey guys, I'd like to apologize for the overall inactivity on the account, I have admittedly not made any fully finished artwork that hasn't been private or a logo commission as of late especially for myself, and that is mostly because I've been busy and I've been grinding just a bit to get enough money to support mys ervices as well as dealing with university, ahaha
This last uni period was the strongest one I've had to face in a while, and now that it's over I feel considerably more free, so I hope to be able to make more stuff in the coming days! or weeks
Alright, on top of not using Newgrounds often, my computer has been stolen along with my backpack at Jul 24, and I've been unable to work in anything art related. I've been using a provisional computer to attend my classes, but the third is over, so no more of that for me leisurely.
I have my plans to make more original content for NG, such as animations and things like that, but it's gonna take a while before I get a new computer. Need to get up financially on that to cover up any losses.