Love the change, especially since I can toggle it mid game. One question though, was the second smallest square resize intentional? And if it was, is it just visual or is it actually taking up less space?
Good catch there, it seems I entered it wrong looking at the git history. Suika classic has different sizes and each mode can have its own so it looks like I made a mistake. I'll revert this change with the next patch, hopefully it's rather inconsequential. In the version I'm working on I'm having spawned shapes now average the rotating of the two merging shapes, does this sound like something bad for the mode? It seems to work well from what I've tested so far. (adding music, rectangles, hexagons and a couple other things right now)
I don't think it'll have too big an impact but if Meep starts getting some crazy new scores that may be why. I still don't know how he manages to get such good scores so consistently.
I'm having a hard time picturing what you mean in regards to the rotation of merging shapes. Could you post a gif of an example?
When two shapes merge, they both usually have a different rotation. The different options for how to choose the rotation of the new created shape are: Use the same rotation every time (no rotation), use the rotation of one of either objects that are merging, or take the average rotation of the two merging shapes. Right now it is no rotation, but I'm looking to change it to averaging the rotation of the two merging shapes
Actually I'm thinking of reverting or trying another method since it seems like the old squares version was enjoyed more. Averaging square rotations is leading to a lot of 45 deg rotated squares. So it might be between, take the rotation of the faster moving shape, or just spawning unrotated. I'm just going to do some testing for a while and see what seems best
Squares and the new rectangles do seem to be going at an angle more often. I think this especially hurts the rectangle mode, as a large block suddening flipping itself sideways is sometimes game ending. Getting clean stacks of squares is a lot harder too. I didn't notice any difference with the triangles but they tend to slide anyway, so it seems the less the blocks move once placed, they worse off the change is.
Wow, these updates are going fast. I do have a bit of feedback overall. First, is there anyway for you to make the game update without needing to come back and download the new one? If not, could you maybe have some kind of version number in one of the corners to make it easy to know if we're running an out of date one?
Second, not sure how others feel about the new drop sound but I preferred the old one. Is there any chance we could have an option to switch it?
Third, unless I'm blind, there's no options menu, is this something that would be possible? I know less than nothing about this kind of stuff, so I don't know how much work it'd be but being able to exit the game, adjust volume and window size, etc would be nice, plus the UI is inevitably going to get more and more cluttered as you add stuff, so it'd be a good place to put a lot of it.
Loving the game and all the updates though, so no matter what you choose to do, thank you. =)
Yeah I think the itch client can handle updating but I haven't tried it myself. The game has gotten a lot more popular than I expected so I'm actually shifting to making a steam version right now too. I'm thinking it will be 4$ but on sale for 3$ commonly (many people don't buy games not on sale, and these days games go on sale even at release). I'll hopefully have a steam page up today, which means release at the earliest would be in 2 weeks from tonight. There wasn't a drop sound previously actually, so do you just want it to be disable-able ? I was thinking of having a few options for the sounds on the steam version. Yesterday I got started on the menus,
https://imgur.com/oFnWHGQ
https://twitter.com/ZanthousDev/status/1722017355079860402
I'll add versioning to the game screen too. The next update will be today or tomorrow with these changes and just a few bug fixes, and a link to the steampage whenever that gets approved probably. The steam version is going to use steam leaderboards, and there will be a better mode select panel where you can pick all the shapes you want, and add modifiers such as making them larger, or smaller, playing with the rising floor, bouncy, slippery, and hopefully more things in the future. For steam you can automate leaderboard creation too so I'll probably have most combinations have leaderboards too
(Also side note it looks like I just woke up to the most popular day yet, it's sitting at 850 plays today and 12.7k all time and trending up somehow)