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ASCII Mini Golf's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game score | #2 | 4.000 | 4.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very tidy!
I've got two suggestions, but both are pretty minor.
Also, I liked the graphics for the ball falling into the hole.
Oh sorry for the really late response. I hadn't noticed this comment.
Those are very good suggestions. The ball threshold is quite long because of some kind of an oversight on the physics. The physics library I used is for some reason very adamant on being reliant on the games framerate event thought I only used time in seconds instead of frames. This unfortunately causes physics to behave a bit oddly on framerates other than 144hz. I did some mathematical trickery to make the results very similar but its still a little slower on 60hz causing the threshold to be over twice as long as intended. Also larger borders would have indeed made aiming a little easier. Great suggestions however I am unlikely to ever update this game again.
The balls falling graphic is essentially just the ball shrinking when it hits a hole, but in combination with the ascii filter it does indeed create an oddly satisfying visual effect : )
Anyway thank you so much for playing my game and giving feedback about it : )
the was very fun i enjoyed playing it a lot
feedback : it was kind of hard to figure out the controls at first this happened most likely because my mouse would go of the game screen so it wouldn't work so maybe implement a fullscrean button
question : how did you get the graphics to look that good
Hi. Thank you so much for playing my game. This is a short simplified explanation on how the game draws the final image onto the screen:
Essentially the basic scene without any post processing effects is first drawn onto a 100x75 texture. After that I draw a 100x75 grid of quads(so 7500 quads each with area of 64 pixels using instanced drawing) onto the 800x600 screen. Each quad gets a color sampled from the texels of the scene texture and a texture of a white letter with a transparent background determined by the color from the scene. The texture of the letter then gets sampled and multiplied with the color from the sampled scene texture which determines the color of the final fragments. This then results into the final image shown on the screen. Sorry if the explanation is a bit hard to understand. English is not my first language : )
Also yes the game was supposed to have a fullscreen button and mobile touch support but these things were dropped because of time constraints. The whole thing including a lot of the framework was done in about a week. The fullscreen button would actually be a really easy thing to add so I might add that when I get the time.
Anyway thank you for taking your time to comment and play my game : )