icebreaker

Here is a project i just finished for a client:

http://icebreaker.skoda.ch/

using unity4 flash exporter. production time about one month.

Still some ruff edges but it´s live and playable.
Let me know what you think and if you want to hear more about the production cycle details.

cheers
samim

Hi…
Pretty good physics and control…
I don’t know the purpose???
But, sorry I only know English, so i couldn’t read any instructions…
I did manage to figure out the power bar and I got rid of all the ice but then what is supposed to happen?
All in all… It is pretty good…

Goal of the game: Shoot the IceHockey Pucks on the IceCube > Detect which car is inside as quickly as you can > selecte the correct car from the list at the bottom > save your score and take part in a competition to win a car.

Flash :frowning:
Massive lag.

Which browser are you using? We noticed Firefox on Windows is close to unusable (tracking that bug). Use Chrome or any other browser and you should get solid 30 > 60 fps.

+1

m;

Nice game, but a little big buggy. :wink: Often the puk flew back and pressed my own into the ground. Then only a restart helps

the puck controls would have been better with arrows on screen to move left and right. it was not very playable (the puck would often not move to keep up with the mouse but get stuck).

This isn’t really production ready - you need to poll the mouse more or improve the mouse code in this respect. Other than this, it is a nice idea. Are you putting mouse controls in fixed update or something like that?

Thanks for the feedback. Working on fixing the mouse/puck controls atm. Always room for improvement :wink:

Next version is now online, including fixes for the bug´s you guys pointed out. thanks again for the feedback.

Amen

@stefmen which browser and platform are you playing on? Noticing massive differences across systems unforuntely and due to lack of proper profiler on flash it´s hard to pinpoint.

When I shoot many quick Puks from the same Position, this could happen :wink:

@TTkJonas thanks for that bug find! checking out how you managed to get that :slight_smile:

Hi samim,
I have tested again and the bug still exists :wink:
The puk flow back and hit the new puk. The arrow flies out of the scene and the game is broken.
But there is a simple solution. Set Physics.IgnoreCollision(puk.collider, newPuk.collider, true); after the puk was shoot :slight_smile:

Chrome OSX.