Ethan's Forum Posts

  • shimo thanks.

    So i noticed that it's been over a year now since i started this dev blog. Any way i hope it won't take another year to finish.

    I've spent most of my time continuing work on the map/level selection screen, but nothing to show yet.

    I did add a few more minor improvements as well though.

    Matched bubbles now have a glow effect. It only happens on straight up matches as bubbles popped during a special attack or power up will get their own effects eventually.

    I added a popup message box to show the player how many fallen bubbles they have left to collect before the special ability is activated.

    The score info has been updated to show how many points were reduced when a level is lost.

    And i finally started working on a dialogue system. When you win or lose a round the enemy will taunt you. It's randomly picked between 3 choices, different for each enemy.

    I decided to code my own sprite font to have more control over moving each letter and applying effects to them. It's not good for games with large amounts of text as each letter is a sprite image, but it works well for a game like this where the dialogue is displayed a sentence at a time. I'm not entirly satisfied with it yet but it's a start.

    Heres also a look at how a level is created.

    The dialogue is set for each level. You can also see how the level is designed, where X represents a blank space, numbers represent the bubbles and the letters represent a different power up or hazard.

    Version 15 can be tested here. https://dl.dropboxusercontent.com/u/159885981/pb15/index.html

    Please note that if you win a level the roof block will move up and down a few times, it's not a bug, but i intend to display various game stats after the dialogue has done.

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  • Looking really great. Must say i prefer the old arched style doors to the new flat ones, they had more character.

    For the Zdepth issue, how about giving each object a variable called Zdepth or whatever, then always set that variable to their Y pos. Then for each object pick by lowest variable and send to back of layer. It's a bit more tricky since we don't have access to setting the z order number directly like you can in mmf.

  • [quote:2zidp7ib]Copy, cut, paste frames between animations

    I've been wanting this for so long. Also between sprites.

  • Tom works on the website, Ashley develops C2. But you're right they probably have more important things to do.

  • A little frustrated maybe, not trying to be impolite, just an impression i get from what Tom's already said about it being tricky to fix and having thought he'd already done it a number of times. I don't think i'm being unduly impatient. It has been almost 2 months, although i understand he probably hasn't been working on the problem exclusively, you'd think it would be a higher priority by now.

  • brianGame I don't think Tom knows how to fix it.

  • The way it's going i don't think it will ever be fixed.

  • I've been here almost 7 years and feel things have changed somewhat, I think they call it "signal to noise ratio" which is a result of a sudden large influx of new users, with the majority of questions asked now fitting into one of three categories.

    1. People who ask a question that has already been asked before but can't be bothered to search.

    2. People who ask a question that is covered in the manual which they haven't bothered to read.

    3. People who want you to code their game for them.

    A special category is reserved for people who want to know how to add inapt purchases to their crappy bird clones.

    If i'm stuck and have tried numerous ways to make it work, first i search the manual, then the forums with various different wordings. Then i'll search the MMF forums because a lot of the time the code is so similar it can be converted. Then i'll check the internet, if it's a maths question, and finally i'll post here.

  • I tried to play the demo. It loads but as soon as i press the play button and the control screen goes the browser crashes. Safari 6.1.2.

    It worked with chrome. Great game, congrats on the kickstarter success.

  • Please can a mod move this thread over to the correct forums.

    Update 14.

    Resized enemy character to match hero character on opposite side.

    I swapped the enemy health bar (may come back in next version) for counters which track how many bubbles are on the board, how many power ups and how many hazards.

    Added a new, and hopefully the last, hazard bubble.

    It's a simple rebounder which deflects bubbles.

    Bubbles can stick to it if they are also stuck to another bubble.

    The only way to get rid of them is to pop the bubbles around them, then they fall.

    The main thing i've been working on though is changing how power up and hazards are handled. Before everything happened at once and it all felt a bit manic. Now each one happens in turn with a clear message displayed showing if it's a power up or hazard along with the 'spell' name.

    This also meant having to completely rewrite the score system which was always a mess. Now matches and rebound bonus are displayed with the score at the side of the screen and and simple score amount displayed over the popped bubble.

    The whole thing feels more professional now i think.

    New version can be played here. https://dl.dropboxusercontent.com/u/159885981/pb14/index.html

  • Aesthetically and technically It looks great, but a game depicting rape probably isn't appropriate for the forums.

  • Logs me out consistently. Same computer, same browser, keep me logged in checked.

  • Would it be possible to add the ability to name the parameters of the function object? It would make reading code so much easier rather than having to leave comments all the time for what each one does.

  • Nice project, good luck with it.

  • Your doing a great job so far.