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Small Labyrinth Game v1.2

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screenshot of the scene

Author: victormerc

Group: Default

Filesize: 275.81 kB

Date added: 2014-10-18

Rating: 5

Downloads: 2011

Views: 430

Comments: 8

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Yeah, it's a small labyrinth game that I made. I beat it, can you? Just use the arrow keys to move the ball and get to the finish.
UPDATED! v1.1 includes play-mode during play.
UPDATED AGAIN! v1.2 takes Follow mode out.

I'm going to make a sequel soon, stay tuned!
Last edited at 2014/10/21 21:47:58 by victormerc
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Nice job overall! :tup:

I do have a few suggestions for you if interested:
1. No need to use the "follow" feature on such a small playfield. Follow is helpful when the camera follows an object over a long distance, such as when following a car on a large race track.
2. What are those numbers for along the path? If not used for anything, maybe they can be used for a scoring system.
3. Since the moving circle represents a ball, it should behave like a real ball behaves when rolling. Make the ball rotate in the direction of movement.
4. When the ball falls into a hole, it appears like it suddenly shifts to its starting position ABOVE the playfield. Make the ball and tracer disappear during their transition back to their starting position so that it looks like the ball moves UNDER the playfield.
5. Add more challenge to the game by implementing a timer. (You may get some ideas from my own version of this game HERE
victormerc - What's "auto play"? Also, what do you think about my suggestions? I won't be offended if you do not use any of them, but I was just wondering if you liked any of them?
Xray:

"auto play" is basically what I call play mode . I'll change that soon.
1. I'll update that soon.
2. I had a version of the original BRIO labyrinth, but I had never knew what they meant. Were they like a scoring system or not? I'll think about it.
3 & 4. I'm not the best at scripting, do you have any suggestions for anything? 5. Honestly, I found your labyrinth / ball maze game first and decided to make a similar version of it.

I'm going to make a sequel soon, stay tuned!

I really like your suggestions and your critique, you're the first person to give me such advice. :)
Thanks! I'm looking forward to your sequel.

Concerning scripting, I learned like most of the people who use script here on Algobox, and that is by learning from other people, either in the Algodoo forum and/or right here on Algobox. I have a slight advantage over most other people trying to learn Thyme script, and that is I formerly worked for a company as a software engineer. And so I learned basic programming techniques which comes in handy at times. :)
Oh and you can take shortcuts in most of them by staying on the right side of the black circles and moving along the gap
lompilomp,

AGGGH! OH NOES! I'm so stupid! )|( Thanks for pointing it out. Fortunately the sequel won't have any shortcuts... i hope.
Last edited at 2014/10/28 21:00:26 by victormerc
FYI - app.gui.playmode = sim.running should be placed in "update", NOT in postStep. That's because update will execute code even when sim is not running, but postStep will only execute code while sim is running. After you move the code, you will see the difference when you start and stop the sim!
Xray,
Thanks for telling me that!

BTW, THE SEQUEL IS OUT!!!! YAY!