Hyperspace Pinball combines the controls of pinball with the game play of an arcade shooter wrapped up in a universe of aliens, explosions and more! Travel through the solar system flipping shots while earning bonuses, power-ups, enhancements and achievements like a pinball wizard! Fight your way through bosses and special enemies like anti-balls, spinners and shooters on your way to planet Earth for the final showdown! If you're good enough, you can even compete for the top score against other players; even on other platforms! Do you have what it takes to save the galaxy? Find out with Hyperspace Pinball!
The summary pretty much, well, sums it up. If you'd like to know what happened and how things were fixed, read on!
First of all, the game was initially released for iOS a long time ago. I didn't have these problems, and nobody reported any issues. I then did a huge facelift to the game adding new features; and still didn't have any reports of problems, nor my own in testing.
The fact was the problems were happening; there just weren't enough testers and players unearthing them; that is until the free PC promotion happened. Then when I ported the project to Unity 4 for the Linux release, the problems got 100 times worse; and I didn't play it enough before releasing it.
The problem with developing any pinball game is that you have to deal with the ball going so fast that it can stick to things and fall through things. It's doubly so in this game because there's so much free space in the playfield that the ball has free reign to just bounce all over the place and gain high velocities.
So here's what I did:
1. Fixed ball getting stuck in walls
The ball can now detect if it's jammed in a physics block, and it will "turn off its collision detection" and force itself away from the block until it's no longer touching. When it's not touching, it turns back on.
2. Fixed ball getting stuck in gap at top right
There was an open gap not protected by an invisible block that should have been there.
3. Fixed ball getting stuck in chute
This one required more drastic measures. I made it so once the ball has completely ejected and well into the playfield, that I force its X and Y position to be within the extents of the playfield. No collision tricks here; at every frame I check whether it's out of band, and force it to be in-band.
4. Fixed ball getting stuck on bottom left and right
This was due to bugs in how the invisible physics blocks were laid out. There were two thin blocks instead of one thick block, and the ball would get sandwiched between them.
5. Fixed ball being slowThe velocity limiter has been eliminated entirely. Gravity and flipper strength have also been adjusted.
6. Changed flipper behavior
Rather than using a HingeJoint spring and using a huge spring force, I now simply apply a constant force to the flipper. The force changes based on the player pressing the keys. The flipper mass has also been increased.
7. Configurable speed
If the ball goes too fast for you, you can now reduce the speed from the options menu.
8. Nuclear option
If a ball isn't moving and it's not near a flipper or the launcher, then it will destroy after three seconds.
Highest Rated (2 agree) 7/10
Overall a good flipper. Some bug needs to be solved, and physics may be better. The score system is really a great idea and the game itself is entertaining when you have time to kill.
Apr 20 2013, 4:07pm by kayet95
Lowest Rated (2 agree) 4/10
Bad ball physics, bad gravity, ball slips under paddles, but good premise.
Apr 20 2013, 5:24pm by Azure_Fang
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Aug 22 2014, 11:36pm
Aug 21 2014, 8:52pm
Also posted some screenshots for Screenshot Saturday on Reddit T.co
Aug 16 2014, 12:03am
Spent a few more hours making another zone in my Unreal game prototype. Good content, good engine! T.co
Aug 15 2014, 10:47pm
Decided to learn Unreal Editor 4 development for fun. Made this in about 20 hrs from scratch w/ their assets T.co
Aug 15 2014, 5:50pm
Taking a long break from Unity development. Tinkering with Unreal Engine while I try to form a team for #papercowboys
Aug 1 2014, 8:12am
Total number of downloads for all my games released since Nov 2010: 271,505. Feels good!
Jul 24 2014, 7:58pm
Jul 11 2014, 7:37pm