What changed
1 fix0 additions2 changes0 removals
changedThe lasers will not be activated after a respawn (in most cases), I have shifted their timing so their activation is delayed, allowing you to pass straight after a respawn. I took this opportunity to reduce their activation time, some of them were activated for 1 second, I have reduced that for all the lasers. The maximum activation time is around 0.5 seconds . I hope this helps to reduce the time you have to wait to be able to continue. This means the times in the leaderboard or the times to beat should be easier to beat!
fixedFixes and changes: Fixed a collision on level 22 (Normal and B-Roll). Some tiny adjustments in the last levels (added some CP, removed some lasers, removed some red circles). Added LODs for the geometry and material of the aiming canon. Rebuilt the lighting and reflection in the highest quality (might not be visible, but it's good practice to do).
changedThat's it for today! I hope this helps to make Super High Ball better. If you think about one particular aspect of the game that could be adjusted/changed to reduce the difficulty or the frustration, please let me know!
Super High Ball: Pinball Platformer changes
changedThe lasers will not be activated after a respawn (in most cases), I have shifted their timing so their activation is delayed, allowing you to pass straight after a respawn. I took this opportunity to reduce their activation time, some of them were activated for 1 second, I have reduced that for all the lasers. The maximum activation time is around 0.5 seconds . I hope this helps to reduce the time you have to wait to be able to continue. This means the times in the leaderboard or the times to beat should be easier to beat!
fixedFixes and changes: Fixed a collision on level 22 (Normal and B-Roll). Some tiny adjustments in the last levels (added some CP, removed some lasers, removed some red circles). Added LODs for the geometry and material of the aiming canon. Rebuilt the lighting and reflection in the highest quality (might not be visible, but it's good practice to do).
changedThat's it for today! I hope this helps to make Super High Ball better. If you think about one particular aspect of the game that could be adjusted/changed to reduce the difficulty or the frustration, please let me know!
Hi!
How is everyone doing?
After watching some people playing Super High Ball, and having some feedback from a few players, I have decided to find a way to make the game less frustrating.
The main element that was mentioned, was the lasers. They were always activated after a respawn, making the player slow down and wait to carry on, so every time you died, you had to wait for the lasers to stop again.
The lasers will not be activated after a respawn (in most cases), I have shifted their timing so their activation is delayed, allowing you to pass straight after a respawn. I took this opportunity to reduce their activation time, some of them were activated for 1 second, I have reduced that for all the lasers. The maximum activation time is around 0.5 seconds. I hope this helps to reduce the time you have to wait to be able to continue. This means the times in the leaderboard or the times to beat should be easier to beat!
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Fixes and changes: Fixed a collision on level 22 (Normal and B-Roll). Some tiny adjustments in the last levels (added some CP, removed some lasers, removed some red circles). Added LODs for the geometry and material of the aiming canon. Rebuilt the lighting and reflection in the highest quality (might not be visible, but it's good practice to do).
That's it for today! I hope this helps to make Super High Ball better. If you think about one particular aspect of the game that could be adjusted/changed to reduce the difficulty or the frustration, please let me know!
Many thanks!
Michael.