thanks guys. i would definitely NOT call it a remake, but a simple top-down golf game INSPIRED by the aforementioned classic
i haven't done anymore work on it yet* but i did make it my first HTML demo on itch.io
there is some stutter in the ball movement, there, which i suspect is caused by raw box2d usage but the results look identical to what i'm seeing on windows and android, otherwise, which is a good start.
*speaking of "work", the main thing i learned from the summer jam was the need for decent code structure/organization which i've found is a necessity when i reach ~400-500 lines of code (that's my single-core cranial limit when it comes to juggling it all, apparently) and i have since tried to account for that in subsequent projects.
i try to maintain the structure & organization but, inevitably, 2 things happen. 1) i get a bright idea (or 3) and "slap" it/them in there, ignoring the organization i've been building upon/within, and 2) i find something that doesn't work like i expected it would.
IE, i had wrongly expected GetSpriteCollision to FIRST return the top-most sprite, depth-wise, which i would use to determine how the ball would roll (i think DBPro did/does that which i expected would carry into AGK2).
now, i believe the FIRST sprite returned is whichever was Created most-recently.
so, as of now, i'm brute-forcing against EVERY "spot" on the course, finding the handful of sprites that are colliding with the ball, sorting their depths manually, and returning the "top-most" to determine what to do with the ball.
...and, now i'm looking at re-writing a bunch of it because of both of the above. i'll learn someday