You asked for review/critque
Time for words: It worked, I played/did good, I wish it told me what words I didn’t guess after the game ended.
The Briny Depths:
I love the look of the game so much, I think I might make a game inspired from it.
The game is hard! I wish I had more control arrow keys over sub instead of mouse or it started off a little easier and got harder. (after practice I got better, but still is really hard! This isn’t a bad thing though, I like hard games, just wanted to let you know, sometimes when people play/program a game a lot, they get too good at it for their own good and difficult can get skewed.
Once again, I love it
though I think this would be even cooler if I could customize things some manual variables as well as random
i.e. number of branches, height of “initial branching” some other scalars for hanging branches/length/leaves/etc…
Nice, the one thing I would personally change is offer a “scalar/time” so that instead of(or as well as) the burn time/fade is have the pixel/particle “shrink” if you can. So if its a 10x10 pixel, have it shrink to 1x1 pixel as it fades/disappear. This would only be a “feature” in addition to everything you already have though, not a replacement, because sometimes you want the fixed size.
Also perhaps an “auto” mode, so that it shoots fireworks randomly so you can watch a “firework” show using some seed value.
This thing is creepy at first I was watching it and so confused as it was moving randomly or following my mouse.
I am fascinated with this thing, I wouldnt know if I would call it wind, but its very interesting and its effects/variances of settings.
I think i like the all green, non recovering lines the best. Though sometimes it behaves VERY strange, nothing is “broken” but this thing is really neat/weird.
although it felt like a really long download, its pretty neat. But your cloud generating algorithm can destroy resources.(even on a fast computer)
If I fly near stop, it generates a TON of clouds, almost to the point where there is no blue sky, and it lags the system bad
Whereas if if I fly super fast. it barely generates any.
I didn’t look at the source, but perhaps a scaling amount of clouds based upon FPS. So that if FPS starts dropping, have it produces slightly fewer number of clouds. Id also love if there was some blending in the clouds between shapes instead of just transparency.
I think it would be a really fun experiment to try and make a couple A.I. birds that fly around, itd require only the most basic of AI as no obstacles in the way. Maybe even make one of them occasionally follow you, then fly away randomly.
I just read/looked, EW uncompressed wav. no wonder it was such a huge file! 39 meg wav file and a 2kb game such a crazy mix you know.
Just quickly scanning through the code. One thing I noticed was that in your cloud generation, you have a lot of Java Math functions in the cloudX and cloudY generation. such as Math.toRadians I personally wouldn’t use that function for this scenario. just like I wouldn’t use the built in function for PI but declare PI yourself as a final static constant 3.14 or whatever because its unneeded accuracy/precision for a simple cloud position/rotation.
I am no expert on java performance but the other thing in the cloud generation that could add unneeded resources is that you declare a new Point everytime, could you not just make a point and redefine its x,y and stick it in there instead of making a new Point2D each time?
Alternatively, I believe it’d be neat(maybe easy?)(and without 3rd party libs) if you set it up so that the audio simply streams from your site instead of having to download the whole thing first.
(sorry for long post on little birds, but I like it a lot lot already. and I feel like it has soo much potential to be even better.
I think everything is pretty great! Keep up the good work!!