SamePhysics – My first Box2D game

You are all invited to play SamePhysics, my first Box2D game.

SamePhysics

It’s a small milestone because it’s my first Box2D game.

The game is the remake of SameGame, just using Box2D to manage the blocks.

It’s not the greatest game of the year, but developing a full Box2D game made me acquire the experience to make better Box2D games. I have a couple of concept ready to be developed.

Being a self-sponsored game, I will release the full source code when the game will reach one million visits, so help me spreading the game…

Also, you will notice the in-game banner I am tracking.

More information as soon as I will have one.

If you are a publisher and want to distribute my game, you can find the package at this link.

Rate this post: 1 Star2 Stars3 Stars4 Stars5 Stars (12 votes, average: 4.00 out of 5)
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This post has 24 comments

  1. Awoke

    on January 12, 2009 at 2:29 pm

    I played the game and its good, I hate this kind of game but I enjoyed.

  2. brindy

    on January 12, 2009 at 3:43 pm

    Top score! Probably won’t last long.

    Good game :)

  3. Richard Davey

    on January 12, 2009 at 3:49 pm

    I like the concept, but I don’t understand the instructions. They say that you can’t click adjacent block – but you can as long as they are touching. It seems to me as if so long as the boxes are being picked-up by the Box2D Contact Listener then they can be clicked just fine, regardless of orientation.

    Incidentally the game ran *incredibly* slow until about 40% of the blocks had gone, then it ran nice and fast and was much more fun to play!

  4. brindy

    on January 12, 2009 at 3:58 pm

    Now I’ve played it a little more, here’s some more feedback:
    - As mentioned above, any blocks that appear to be touching can be clicked. I think this works fine though.

    - When you click on a single crate, it should be more obvious that you’ve used up a single crate click because sometimes that happens by accident (e.g. when clicking crates that are moving). A large, bright floating message like ’1 create removed’ which flaots up the screen would do it.

    - When you use a shake, show the remaining number of shakes as a floating message, like I describe above for single crates

    - A 5 second timer in bright coloured letters in the middle of the screen would be good for those last few seconds, just to put the pressure on a little more!

    Cheers,
    Chris

  5. DL1t

    on January 12, 2009 at 4:00 pm

    The game is good, but too resource-consuming, I think. I am making a pinball-like game now, and I switched to APE (fastAPE branch), as it gave me 300-700% performance increase

  6. Alx

    on January 12, 2009 at 4:09 pm

    The idea isn’t bad, but implementation sucks so much it’s almost irritating.
    - It’s kinda sluggish.
    - When you’re out of moves it doesn’t detect it, you have to wait till the time runs out.
    - There is no freaking way to reset the game and/or return to main menu. Heck even after you lose you can’t do that.
    - There are no sounds at all.
    - There is no way to switch off music while in-game and no way to return to main menu to do so.
    - Distinction between collision/adjacency sucks, especially when there are subpixel distances between them. This problem is especially rampant right at the start of the level, when there are heaps of crates which look like they are colliding, but actually aren’t. At times there’s also a lot of blinking on mouseover.
    - Shaking almost never does any good, so limiting number of shakes is utterly pointless and only makes the game even more irritating and unforgiving.

    Overall the game is pretty difficult and unforgiving. Combined with a fact it is pretty plain-looking and unpolished it means instant boredom, there is no incentive for gamer to try again. I gave up after losing at second level for the first time.

    I understand that you made it “in a few hours”, but why the heck not spend a few hours more to polish it so it’s actually fun to play?

    On a side note your in-game banner placement is ingenious. There is no way it wouldn’t work great. Can’t wait to learn how it works out.

    Although the game, in its current state, is so bad it will influence the ctr in a big way. People will click to find out who to punch in the face for making such a game. Just joking, though. :))

  7. Massimo M.

    on January 12, 2009 at 4:49 pm

    * great idea but it has a few bugs
    * very slow (maybe you could set graphical settings to medium to speed up the game ?)

  8. Urkel

    on January 12, 2009 at 5:28 pm

    Great work! Let’s see if this experiment works and we can put our dirty hands on the code ;) Actually, I’ve made some spam of the game in Spanish forums.

  9. samuvagyok

    on January 12, 2009 at 5:30 pm

    very good idea!

  10. Christian

    on January 12, 2009 at 6:30 pm

    “I lost a thumb during making this game” ;) the game is a bit buggy but fun…

  11. zap

    on January 12, 2009 at 6:38 pm

    cool

  12. Monkios

    on January 12, 2009 at 8:07 pm

    This game is not quite fun.

    It looks more like an experiment than a game. I don’t think I’ll ever play it again but then again, it is not the kind of game I usualy play.

  13. Urkel

    on January 12, 2009 at 9:12 pm

    Monkios, considering that this kind of game appears twice in the top 10 of Mochiads most viewed games of 2008 (“Bricks Breaking”, “Cube Crash”, by the way, it’s incredible sad two clone games without anything new like this ones are in the top ten), but I think that will find it’s audience…

  14. Scarybug

    on January 12, 2009 at 9:38 pm

    I like this kind of game, and the real physics is a good twist. It adds new strategies like clicking two blocks quickly while they’re in the air and still touching. However I think it needs to be more forgiving when checking if two boxes are touching. Often times two boxes are next to each other with no visible gap, but they don’t register as touching.

    I also think you should have to do something special to click a single block. like click a “destroy single” button first to stop you from accidentally doing it while blocks are swaying. That could add another strategy element too, actually. sometimes you might want to destroy one block when two are touching because it will set you up for a bigger combo.

  15. FlashBookmarks

    on January 12, 2009 at 10:04 pm

    Nice work !

    I made this game a while ago http://www.webgamesarefun.com/spacehockey/

    It’s using box2d and papervision 3d.

    Good luck with box2d it’s fun :)

  16. Nathan

    on January 12, 2009 at 10:53 pm

    Cool idea, real slow

  17. Shival

    on January 13, 2009 at 6:19 am

    The game is good but theres nothing too original about it. Of course apart from being well made…

    And what kind of games are coming up now, “PhyBalls” and “SamePhysics”? Cool, they use a physics library but naming should’ve been better – you have to remember that not only programmers play your game. Some casual gamers might not even understand the name…

  18. Shival

    on January 13, 2009 at 2:56 pm

    Space Hockey seriously rocks…great game

  19. Monkios

    on January 13, 2009 at 4:29 pm

    Urkel, I don’t know if both of the games you’re talking about are physics one or not but I’ve played some of those where you could do the same thing but without physics.

    It still looks like an experiment where 2 types of games are tried together and I don’t find this one fun.

    Maybe Phys-tris or Tet-sycs would be funner ?

  20. brindy

    on January 13, 2009 at 6:58 pm

    Spacehockey doesn’t appear to work with Flash Player 10 debug version, I just get stack overflow and then nothing happens.

  21. Shival

    on January 14, 2009 at 6:35 am

    Really sad anyhow…I was really amazed that games like this could be made on flash. Really inspiring.

  22. Urkel

    on January 14, 2009 at 10:53 am

    Monkios, the games appear in this list, see position 7 and 8.

    http://www.emanueleferonato.com/2008/12/25/10-most-popular-flash-games-of-2008-from-a-programmer-point-of-view/

    About your desire of Tetris+Physics it has been done several times, I have only found one of this games but I know there is another one better than this:

    http://www.newgrounds.com/portal/view/477304

    Phyballs is just a tutorial for helping the programmer to learn about Box2DFlash collision stuff, it’s not pretended to be a complete game, sorry for the confusion.

  23. Strid

    on January 24, 2009 at 12:20 am

    i like the idea, but IMHO, you should have used distance instead of contact to determine whether boxes are “linked”

    current gameplay feels kinda buggy

  24. Play Mazeroll, my latest Box2D game : Emanuele Feronato

    on June 20, 2009 at 5:16 pm

    [...] SamePhysics, I made another Box2D game called [...]