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LaserRay

  • 16 Devlogs
  • 21 Total hours

LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use

Ship #2

This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes.

But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start.

Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next

  • 7 devlogs
  • 12h
  • 11.10x multiplier
  • 129 Stardust
Try project → See source code →
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2h 32m 48s logged

Final devlog

This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to:

  • a new Tutorial, introducing you into the core features
  • an updated UI to ensure the grid has always the aspect ratio 1/1
  • updated the symbols used on the game board to improve readability
  • shareable links to community levels, like this one => “Traffic Jam”
  • New levels
  • And so much more …
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1h 42m 36s logged

The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further

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Open comments for this post

1h 16m 15s logged

I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab

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1h 43m 36s logged

I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now

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46m 3s logged

I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that

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1h 55m 56s logged

I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working

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Open comments for this post

1h 38m 53s logged

I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels.
I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.

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This project was vetted by Shipwrights and is now up for voting. You can ship again after making more updates.

Shipwright walkthrough

This needs changes before we can consider it shipped. Review the Shipwright feedback, make updates, then ship again.

Shipwright walkthrough

This needs changes before we can consider it shipped. Review the Shipwright feedback, make updates, then ship again.

Shipwright walkthrough

Ship #1

LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2

  • 8 devlogs
  • 9h
  • 12.89x multiplier
  • 120 Stardust
Try project → See source code →
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41m 45s logged

I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it

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1h 17m 8s logged

I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI

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1h 22m 38s logged

after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile

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1h 0m 47s logged

I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels .

Next i will be working on the level loader and will create a few levels

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2h 14m 9s logged

I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)

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57m 6s logged

I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)

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52m 18s logged

I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon)

For now i stuck with styling the buttons, which now have 5 different styles with a simple animation.

Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.

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