This game is highly dependent on computer specs... on my old laptop I can hit 100+ easy, on a 8 GB Ram dual core processor desktop it's impossible to pass level 50...
Even at that, 5/5 for being total awesomeness ^.^
Byo 2 will be multiplayer and might have a campaign (though that isn't the spirit of this game), but I figured it would be fine enough for people to have fun with now. I've yet to see this game's equal in the 3D Flash world.
@ForeverLoading: thanks for the input. That problem, as small as it is, will probably persist through the first version of the game. Every workaround I've seen for it makes the game painfully slow... I've also reduced the graphics a great deal today to improve performance on more machines. For levels where there are many blocks in view at any one time most computers will still need to turn on "Remove Distant Objects".
OK, graphics greatly improved and collision detection *should* be pixel perfect now. This is really coming along much better than I expected was possible ^.^
Alrighty, you guys can now load your old levels, edit them, test them, and then save updated versions. Some graphics problems have also been fixed (ball still sinks into corners...). Now runs on Flash 10 and makes better use of video cards. BTW if a level is too large for your computer you can turn on Culling in the options and it will improve performance a great deal (at the cost of detail).
@Personnel: I owe you a cookie! For those who understand AS3 or code in general, I was going out of bounds in an array in the function Personnal pointed me to which was causing errors. That "save button not working" problem is resolved. Also, level editing will be added in just a few hours so if you have any levels you would like to work on do check back.
Thanks Personnel ^.^
Multiplayer testing could start as early as today. I've almost finished the system (still needs some adjusting before public testing though). Many of the bugs spotted so far should be gone with the next release as well.
@SumYungGai: If you're adding to my list of bugs then you are not spamming ^.^
And while I love the complements, don't get me wrong, I'd like everyone to be as critical as possible. Let me know what you hate and I'll fix/remove it, and what you want more of and I'll give it to you.
Also, there is a small bug in the current build that screws the graphics up after loading one level, so to fix graphics for now you sadly have to open the menu, go to graphics, and turn on and then back off the Clipping setting. Sorry for that
@ForeverLoading: Ahhhh I see, I forgot to but in a warning message about the file... Kongregate has a file size limit of 100K for their shared content system, which comes out to be around 1000 bricks with the methods I've currently used. Considering this, future improvements, and computational limitations, I've set the brick limit to 800. I'll try and move this up a bit, but there isn't much room to tinker with...
@Personnel: Thanks for the kind words! ^.^ Before the end of the month I intend on having this ready for multiplayer mode. Two to four players will be able to race to the finish or just mess around in a personally built 3D flash world.
BTW: Editing and live testing of levels will be implemented tomorrow. Until then any level you create can be edited later, and levels with bugs in the "old" system will be converted properly after being edited.