Play TrickShot
TrickShot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #2486 | 2.546 | 2.750 |
| Seriousness | #2734 | 2.392 | 2.583 |
| Overall | #3163 | 1.867 | 2.017 |
| Visuals | #3190 | 1.774 | 1.917 |
| Audio | #3287 | 1.157 | 1.250 |
| Enjoyment | #3297 | 1.466 | 1.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Other/Custom
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Comments
I would appreciate a more detailed guide, because I managed to get the ball flying, but I don't understand what to do next.
Unfortunately, there is nothing more than a flying ball with accurate physics. I was not quick enough to implement everything I wanted
It looks really promising but it could definitely use some more polish, I couldn't get the ball to launch unfortunately, not sure if it was something I was doing wrong or not. I was holding space bar and the charge bar would just get stuck. Really impressive to be made entirely in C!!
Thank you for trying it out!
Yeah, I wasn't even halfway done with everything I wanted to do in the first place.
To be more precise with the instructions on how to play.
For validating each steps you only need to press spacebar one time. The charging bar moves by itself. You just have to press spacebar at the right time to select the force you want for the shot.
I think I couldn't get it to work. For context I use zen browser (based on firefox) on ubuntu. I can see the ground (green), the sky (blue) and the net in the middle. Plus I see the UI for the ball in the bottom left corner. I could shoot the ball over the net but couldn't see any target. I don't known if it is related but the `setStatus` function is not defined
I think a better UX would be to have the ball being visible and the UX being directly over the ball. A nice polish be could to calculate the velocity at the point of impact, apply some basic friction and conservation of energy and compute a "bounce" (i.e. relaunching the sim with the new params). Made in C, i see it seems you don't want to use one of the big game engines, I would suggest you take a look at vectarine (a custom game engine in early stage on development) it might interest you
I think I should modify the description to better reflect the fact that I was not quick enough to finish all intended development on the project.
You saw all the available content I was able to code before the deadline.
The target is not implemented yet and the collision between the ball and the obstacle was not done in time either.
I checked about the 'setStatus' thingy. When compiling with Emscripten, it generates three different files by default. The first one is a wasm file (Wasm stands for Web Assembly it is a set of standardized low level instructions for web browser to help with performance while dealing with computation heavy web applications), it's what my C code compiles into. The two other files are an html file for a webpage and some Javascript "glue" which calls the wasm file and interacts with it. In the html file, I deleted everything that wasn't absolutely necessary for the game to run. There was call to the function 'setStatus' (in Javascript) which was modifying the html file to print a loading bar. This function being for the html and not the application itself, I removed it. But in the Javascript file, there was still some places where it tried to interact with the html.
That's a really good idea for UX. I was feeling there was something off but I couldn't guess what it was.
I was planning on adding rebounds but, again, I ran out of time.
I attempted to do the impossible by using a 2D graphics library (SDL) to literally do 3D renderin. I had to do so much 3D stuff from scratch, it's jarring. And on top of that I choose to make the physics of the projectile as accurate to reality as I could. I wanted to do everything from scratch to challenge my C coding skill, and my maths skills too. I derived all the detailed equations of motion and then translated them in such a way that it would be possible for me to implement. SDL is a pretty good library and is commonly considered a game engine but it is absolutely not intended for what I tried to do with it. Funnily enough, my initial goal was to implement two projectiles, a ball and a frisbee. But just doing everything correctly for one projectile and its associated graphics was way too much work in C for the time frame of a 1 week game jam
Thank you for the suggestion, I will take a look at vectarine! And thank you for trying my project!
Very cool that this was made in C! On play, I did notice a few bugs.
- If you hold down space bar after moving the red dot with arrows, the ball just disappears
- The ball only seems to have a few locations you can kick it to and there seem to be visible thresholds for each one, making it kind of feel like you are doing the exact same thing each time. (Not necessarily a bug, but it did make it feel quite repetitive.)
- I couldn't figure out if there was a 'reset' button so every time I messed up, I had to reload the tab and rerun the game.
Overall great job on it though! I look forward to seeing how it does!
Thank you for the feedback ! I fixed some of the things you mentioned. Unfortunately, I ran out of time so I did not properly finish the gameplay loop. I'm going to play the other participants' games now, starting with yours !