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[ 2.7 ms ] story [ 92.6 ms ] thread
That is ... awesome.
Ruining productivity since 2014 - and I thought I had kicked my 2048 habit
Oh thank god this is in Unity's "runs evereywhere where it's windows" web player. For a second I was worried.
As if the world would need another browser plugin to play little boxed animations. No disrespect to the original author intended, but no.
Probably not, but to be fair, the video of it does look pretty smooth.
Well with adobe dropping flash, microsoft dropping silverlight, and browsers blocking java applets, there aren't actually any good options at present.
Unity 5 will support WebGL; no plugins needed.
Okay wow the meta-joke on these games is getting to pretty intense levels lol. On a technical level though, I found this game extremely hard while using space-bar, but very easy with mouse clicks. It seems to jump differently or something.
I noticed this too, even though I'm using a laptop. The space bar feels "floatier" to me.
Space bar will flap higher if you hold it longer. Mouse click always flaps the same amount.
Dev here, can't believe I'm just reading this now. This is indeed a bug. Thank you based hackernews.
Is anyone else bothered how cNet are referring to 2048 as a "Threes clone"? The two games are very different and Cirulli himself mentioned that he created 2048 with no knowledge of Threes, only as a clone of a clone of 1024 which really only took the "two tiles with the same numbers merge when they collide" element from Threes.
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Nope, not bothered since I agree with it. 1024 took all the essential elements (tiles merging, numbers increasing, sliding, etc.) and I think was even described by the author as a threes clone.
> which really only took the "two tiles with the same numbers merge when they collide" element from Threes

Which is the only element Threes has!

It also has 1s and 2s merging with each other but not themselves.

The bottom line is that Threes is a much better game than any of the clones I've played. There's a subtlety and polish to the gameplay that is missing from the others. It's obvious they spent a lot of time perfecting everything from the tile distribution to where they spawn and how they merge.

It's very polished ... but. The start animation? Needs to die. Showing me a game which then turns out to be finished when I try and swipe? Bad UX. Score totalling animation? Cute the first couple of times, very annoying thereafter. Swiping and signing? Again, cute for a couple of times rapidly turning into a rancid waste of time when you want to play again (yes, I know you can set this to autosign now but ...)

It's just not smooth enough from start -> play -> restart -> restart to be a good casual gaming experience. It's start -> thud -> thud -> play -> thud -> thud -> restart -> right, back to 2048 then.

So the start screen, menu, and all metagame aspects are more important than gameplay to you? Okay, if that's what you value.
When they take up a substantial fraction of the time playing a casual game? Yes, they become important. If I can't pick it up and quickly play N games whilst I'm on the train of a morning, I'm not interested, sorry. If I wanted long load times and faff between games, I have a whole Steam library full of that.
So you have to tap twice in between games instead of once. If this is anything approaching a significant fraction of your time playing Threes, then you are terrible at it. It takes a good 10-20 minutes to get up to a 768 or 1536.
Oh and "< back" from Options leading to the game scrolling down from the top? Very annoying. It has a left arrow. The iOS convention is that going back up the stack means moving left. But no, they've gone for a left arrow with scrolling up and down. Buffoonery.
it needs a tetris style list of numbers that will be next so you can strategise which blocks to take and which to miss
50% Flappy Bird, 30% 2048, 30% Snake; the additional 10% is borrowed from the remaining minutes of your life.
no power of will?
5% pleasure, 15% pain? 100% reason to remember the name?
Do you have a version which works on Linux?
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  sudo add-apt-repository ppa:pipelight/stable && sudo apt-get update && sudo apt-get -y install pipelight-multi

  sudo pipelight-plugin --enable unity3d.
Is this alone supposed to enable Unity3D? Doesn't seem to work for me.
I forgot to mention those commands are for Ubuntu, sorry. http://www.reddit.com/r/gaming/comments/23qthg/flappy_bird_c...
I do run Ubuntu (13.10 32-bit), but I don't see any effect.

    $ sudo pipelight-plugin --enable unity3d
    [sudo] password for nb: 
    Plugin unity3d is now enabled
No new extension was added to Chrome. How am I supposed to check whether Unity works?
You won't get a new Chrome extension. If you want to see if Unity works, why not try playing Flappy 48 since that was the original reason this was posted.
Obviously, it doesn't work, that's why I tried to look if anything got installed at all.
You asked how to check if it works, so it wasn't obvious to me that it wasn't working. You can see if the plugin was installed by going to chrome://plugins/. For whatever reason, things seemed to be more stable for me in Firefox than in Chrome.
Requiring sudo means I can't do this. I do not administer my machine.
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Fun concept, but the physics is way off.

Edit: I was using space instead of clicking the mouse. The mouse click is way easier than using the space bar.

I am not installing yet another plugin.......
I am not good at writing code, but it seems logic to me to use something like the HTML5 Phaser framework instead of unity, which 80% will not install anyways because... well because the little hipsters in us dislikes Comic Sans and proprietary plugins, right?
This looks like the alien overlords constructing ever-more-convoluted tests to see if the puny humans have evolved enough to learn the Higher Truths. Next: Flappy48 while juggling Bitcoins and finding a taxi during surge pricing?