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guigui
searching Neon…
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1.
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by
guigui
1y ago
On the default white background, the control buttons (move, rotate, roll...) look disabled to me.
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Interactive gmae embedded directly into an X post (web client only)
(twitter.com)
1 points
by
guigui
2y ago
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0 comments
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Dragonsweeper — A minesweeper game that requires observation
(danielben.itch.io)
235 points
by
guigui
2y ago
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101 comments
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by
guigui
2y ago
The design changes showcased in the video are definitely a welcome improvement. As someone who owns both a Steam Deck and an OLED Switch, I find the Switch to be a bit too small for my hands, while the Steam Deck feels slightly large and bu
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by
guigui
2y ago
Well done! I could spend a long time on this. One minor suggestion: you should make the labels clickable instead of just the planets/stars. I found it difficult to click on a tiny pixel on screen.
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by
guigui
2y ago
We’re very grateful for the opportunity to create this experience! Huge thanks to you and the Netlify team for supporting innovative campaigns like this one.
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by
guigui
2y ago
Thank you! As an azerty user, I know the pain of using websites that are only designed for US keyboards. If anyone's wondering, the getLayoutMap method from the Keyboard API is what we're using to handle international keyboard lay
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by
guigui
2y ago
Physics collision bugs are more likely to occur during frame rate drops. We’ve tried to address this by implementing an auto-respawn mechanism to handle cases where the ball gets stuck inside a collider, but it seems this sometimes fails. A
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by
guigui
2y ago
The issue with using the gyroscope is that the Device Orientation API requires websites to request user permission first (at least on iOS Safari), which we feared might drive away too many visitors.
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by
guigui
2y ago
Thanks. The WebGL rendering is based on Three.js. We're using Rapier for the physics simulation, and Howler for the audio. Our game engine is responsible for all the controls and updating things like the camera position (which follows
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by
guigui
2y ago
Thank you for the kind words. We’re glad you enjoy our work! We’d love to create a longer game someday, but making a living as a small indie studio in the gaming world is definitely challenging. Never say never, though!
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by
guigui
2y ago
Thank you! The entire soundtrack was composed by this artist: https://www.pond5.com/artist/avifauna
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by
guigui
2y ago
Besides people from the Netlify team who helped write the content and worked on some back-end aspects, the design and development of the game took around 8 weeks for a team of two.
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by
guigui
2y ago
Actually, we used a recording of a basketball for the sound of the marble bouncing. It wasn’t our original intention, as we initially imagined the ball to have more of a metallic quality. However, the rubbery effect kinda works, I guess. :)
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by
guigui
2y ago
We tried to implement a workaround for that [1], but for some reason it still shows up from time to time. I really wish iOS Safari gave developers a way to disable these gestures! [1] https://discourse.threejs.org/t/iph
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by
guigui
2y ago
Thank you. The physics engine we're using (Rapier) really does most of the work to make the spin of the marble look realistic. But we spent quite some time tweaking the controls to make them as enjoyable as we could.
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by
guigui
2y ago
Thanks for playing! Glad you enjoyed it.
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by
guigui
2y ago
That's weird, the desktop controls are supposed to work regardless of your keyboard layout. Are you able to play with your arrow keys (which are also supported)?
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by
guigui
2y ago
Thanks! Agreed that the mobile experience can sometimes be a little difficult compared to the desktop version. It was hard to get right, and we may have set the ball speed a bit too high. Our studio is called Little Workshop. You can find m
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by
guigui
2y ago
We use the CSS3DRenderer from Three.js which automatically applies CSS transforms to DOM elements. More info here: https://threejs.org/docs/index.html?q=css3D#examples/en/rend... And some code samples from th
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by
guigui
2y ago
No plans to open-source at the moment, but we intend to share some behind-the-scenes info in the future.
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by
guigui
2y ago
Thanks for playing. Actually, your time is displayed once you finish the experience (there are 5 levels in total). During the project, we discussed adding a speed-run mode but ultimately had to drop this feature due to time constraints. How
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by
guigui
2y ago
I'm one of the developers who worked on this project. Happy to answer any questions. More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/
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Netlify Celebrates 5M Developers – 3D Game
(5-million-devs.netlify.com)
17 points
by
guigui
2y ago
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3 comments
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by
guigui
2y ago
Sorry to hear that! There are multiple control modes so I assume you're either using the mobile version or the desktop in casual mode. We've tried our best making the experience as easy to use as possible for a variety of user pro
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by
guigui
2y ago
Thanks, there are no such plans at the moment. Yes, we relied on UA-based mobile detection which worked back then but a few years ago Apple stopped treating iPadOS as mobile, and we never patched this.
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by
guigui
2y ago
It does end at level 15. Congrats on finishing Equinox!
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by
guigui
2y ago
Not at the moment, but thanks for your interest.
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by
guigui
2y ago
Makes sense!
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by
guigui
2y ago
Thanks! Yes, we plan to release the soundtrack (which we produced in-house) in the future.
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