Happy Fun Ball Goes Up
80.99999%
(9 ratings)
Help the little happy fun ball to fulfill its mission - to jump as high as it can.
But beware - life ain't easy up in the skies!
But beware - life ain't easy up in the skies!
Note: The player is currently in its alpha version, and may not work correctly on some system configurations. In addition, Firefox users should install an additional plug-in.





from jerrytk | on March 06, 2010, 03:59:36 pm
from jerrytk | on February 23, 2010, 01:14:13 pm
thanks for the information and the good news about considered
collision enhancements! I had a few ideas before but they just
didn't work out all that well exactly because current collision
handling. Looking forward!
from tals | on February 23, 2010, 11:44:53 am
That's great to hear
This game is really a lot of fun!
By fast settings, I was referring to "Game speed" settings under options.
However, my suggestion didn't take into consideration the fact that when you run the game under "fast" settings, we literally execute the logical iterations more often, which helps with collision detection
However, we've discussed this internally, and we have some ideas on how to make fast collision detection easier and more reliable in the engine.
We'll need to test these out and see where it goes, but stay tuned
from jerrytk | on February 22, 2010, 05:01:42 pm
Turns out it will be possible to speed up this game a bit, mostly because
the new ball image is larger and so there's a better chance of detecting a collision.
Unfortunately this will also require some game logic tweaking and also platform
distances fine-tuning.
I do not want to accidentaly break something now before the contest is over
but you can expect some speed modifications later
from jerrytk | on February 19, 2010, 10:54:54 am
What exactly does "Fast" setting do? If you noticed at the beginning of this thread I mentioned
that this game was originally just a collision test. I was testing collisions at somewhat higher speeds
and it turned out that collision detection at those speeds is very unreliable. Even at the current
a bit sluggish speed I had to make platforms relatively thick just to make sure that the collision would
be registered, otherwise the ball was just falling through them.
It seems to me that currently are sprite collisions tested only at single iterations of sprite
position between image frames. The exact collision test would require calculating sprite
trajectory and testing whether any point of this trajectory collides with an obstacle.
But I can imagine this would be very CPU intensive and probably not suitable for this kind
of use.
Anyway, with my current limited knowledge I can't see any way of significant acceleration of this
game. I could probably tweak speeds slightly higher for harder difficulties though...
Maybe there's also some other way, I'll try to think of any alternatives.