Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

That's funny - I ran into the same "fuzziness" problem initially myself, but thought I'd fixed it by making the dice bigger. The first setup I had was about half the size (and also made for too many bricks on screen). Is your monitor 1920x1080? That's what I'm using (albeit at 75Hz).

Dice are supposed to spawn a short distance from the paddle, sit for a second, then launch towards the paddle (giving the player a rare chance to aim a shot with some degree of precision). I suspect the ones that just stay floating may be getting nudged away from the paddle just before launching, meaning that the force towards the paddle simply cancels out whatever force nudged them in the wrong direction - unfortunately dice that start bouncing horizontally can often do that. I think if I were to put this together again I'd probably not use an actual physics engine to handle the collisions, though it did save a ton of time just for the jam.

(+1)

I was using a 4k monitor so that might be on my end. I'm not sure what happened with the physics, if I'm the only one who had an issue then it's probably also just on my end.

Thanks! That might help clear things up. Your 4k monitor could be making the dice look fuzzy, but I don't have a higher resolution screen to test the game on myself so that's just a guess. (It certainly sounds like what I experienced at 1080p with dice sprites of a smaller size.) The physics issue almost certainly isn't just at your end: I suspect it's probably a quirk of how the new dice spawn then move. It shouldn't ever happen with the only die on screen, but once there's another one bashing about it's possible for some of the forces to cancel each other out: I've seen it happen on several occasions myself.