Planning to add more levelsets once the package framework is ironed out.
(Hopefully yours, too, down the line. Need to port clockwork items over to Neverball...)]]>
please make a web version of neverputt next!
Putt does not support Emscripten, YET!]]>
It is very confusing when you talk about "Neverball", but you're actually talking about your own custom version.
Don't call your game "Neverball" or "Neverball 1.7", or "Neverball anything". It's weird and confusing.]]>
The little button in the top left corner enables fullscreen.
So now, if you visit the URL on your phone, you'll have a decent mobile experience with the game. You can go from landscape to portrait or enter/exit fullscreen and the game will handle that well. Try it out.]]>
Prior to this, I added joystick hotplugging to Neverball. So the game automatically uses any controller that you plug in / press a button on.
So now you can do this:
1) Go to https://neverball.github.io/
2) Plug in a controller.
3) Configure the controller under Options -> Gamepad.
4) Play Neverball in the browser with your controller.
Updated the visuals a bit: https://neverball.github.io/
When I click this button "Play now!", then settings and about is still visible! It requires hidden text element except canvas-element.]]>
i dont really understand... do i just copy the data folder from the actual nb to the directx one?
Most of the OpenGL Game Data has images (PNG/JPG), sounds (OGG), models and fonts (TTF), when they using. If you copy the data folder, only FBX models, Wave-Sounds (WAV) and Direct-Draw Surface (DDS) are supported.]]>
game shows nothing when compiled, is this an error orr something?
This is an Neverball source game template, you can port from OpenGL to Microsoft DirectX instead. You can also create the HLSL shader files, if you want.]]>