FredFors's Forum Posts

  • Bump! No one got any idea of where to look? :/

  • Hey fellas,

    I'm in need of a very simple saving system for my project. The thing is that its based around awesomium, and not web/browser at all.

    Can i still use WebStorage? Or do i need a plugin? Is there a way to save data into an XML file locally? Or another type of file which is harder to exploit/edit?

    I really just need to save a few values. Lets say my game has 5 chapters - all i need then is a local file with a true/false value for each entry (chapter).

    Any idea where to start? :)

  • Heh yeah, this sure is one of the great strenghts of this tool - the community!

  • Awesome! Thanks alot :)

  • Hello,

    I'm trying to wrap my head around this problem i have, but cant seem to get a fix. Any help would be greatly appreciated!

    So here's the deal. First, download the capx here.

    So, its a menu system, which turned out to be rather complicated. I only use variables in order to interact with it. The problem lies in going from the main menu (ID 0), to the options menu (ID 1), then back to the main men. When attempting to go into the options menu once again, it wont work, and the menu ID wont change at all.

    The event is:

    On space pressed | ---> set MenuSpecify to 1

    MenuMainNav = 1 |

    MenuSpecify = 0 |

    Test for yourself, and observe the issue;

    • Start it.
    • Go to Options
    • Press back
    • Attempt to go to options again

    Use the arrow keys to navigate, and space to select.

    There's probably easier ways to do this, so any feedback is appreciated :)

  • The game should now be working as intended at the Scirra Arcade!

    Link to game.

  • Hey,

    I recently uploaded my Ludum Dare entry to the Scirra Arcade, but it wont load the game in Chrome or Firefox. Incredibly, it actually loads in IE, but without sound.

    What can i have done wrong? Tried to update several times but without any luck.

    Link to the game

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  • Thanks for the input! I think it really comes down to what genre it is, and of course what kind of target audience you're looking for. I discussed it over at GameDev, and got some really good thoughts;

    To start, I think it's hard to categorize Limbo very easily, at least when talking about the full experience of playing it. As for the gameplay itself, Limbo is just a puzzle platformer. The one thing that ties games across this genre together, and makes it reasonable to compare a game like Prince of Persia: Sands of Time to Limbo, is that they all rely on the thrill a player gets when they discover something organically by playing the game. There a lot of memorable moments like that in Limbo, like when you have to jump on a dead kid's body to get from one side of a pool of water to the other. There's no tutorial that says "Dead people make awesome lily pads! Give it a try!" It just comes to you. The latest Prince of Persia, based on the movie, had its own incredible realization moment, when you first realize you can use your ability to freeze water on a waterfall, and climb the waterfall like any other wall.

    The point is, these moments of discovery are like punch lines in a standup routine: They aren't as good the second time around. The designer employs subtle cues in the environment that guide the player gently to the solution of the puzzle, or even the realization that the player is in a puzzle (sometimes you don't even know that yet). As a result, the player thinks "OH! That's it! I figured it out!" and somewhere else in the world the designer is saying "Yeah! You suuuuuure did *wink!*" One bad side effect is that when the player starts his second playthrough, he tries to play from memory, because he thinks he already knows the answers to the puzzles. He has it tougher the second time around because he ignores the subtle cues and hints, and just screws around until he finally remembers. It's not as fun, and it's not what the designer wanted. Nobody wins.

    So when I played through limbo the second time, I did it as a speed run because I thought I knew all the puzzles by heart. I finished it in an hour, but I hadn't had as much fun the second time and, as is to be expected, I kept constantly thinking to myself "How the hell did I figure this out the first time?" I didn't know, but it was just the excellent design. Since I kept focusing on trying to remember the solution the second time, I ignored a lot of the hints the designer had thrown at me, so I was completely stumped. Ultimately, I think Limbo really nailed it in terms of subtle design cues and flow of gameplay. But, it's also a perfect case study of what can and will go wrong with that design style when you play through it multiple times.

    A very good read imo!

  • Hello,

    I'd like to hear your thoughts on this matter. The aspect of replay value, in terms of typical "one-time" experiences. By this i mean games similar to or in the genre as Limbo. How important (if at all) is it with replay value in a game like this?

    Have you played games like this, and craved to return only to play through it again? If so, why?

    I think its an interesting question, as many polished, high quality games i've played dont seem to actively encoruage to play the game all over again.

    So basically, how important is replay value in this genre for you?

  • Playing it over the EXE. Enjoying myself so far.

    However, after I pressed the red button- sound effects happened... and is that the end of the game?

    No loading or anything. Just the thing saying it was impressed.

    Heh yes, thats the end of the game. The parts from after the pixel evolves, until the end, was done in the last 2 hours, so it was kinda rushed..

  • I cannot get it to load on Google Chrome.

    Therefore, it's broken.

    (You opened IE, Sorry to hear that)

    Yeah, it's usually the other way around eh. I'll contact Tom/Ashley to see what might be wrong.

  • So here we are, the Ludum Dare 48 hour compo is over, and the game has been submitted. It turned out to be quite a ride, and as always, you'd wish you had more time.

    <img src="http://i98.photobucket.com/albums/l268/Erachon/SCREENIE1.png" border="0">

    My game, The Highbred Pixel, can be considered an experiment, where i played around with a few mechanics and attempted to add some narrative. You control a little pixel, in some sort of pixel breeding complex.

    I'm fairly happy with the end result! The art consists of about 90% square boxes, with different colors. I wanted to limit myself in some way, and this was a splendid challenge. I also got to use a few neat WebGL shader effects to spice it up!

    Click here to read more, and get your hands on the related links.

    Click here for the LD entry page.

    Click here to play the game at the Scirra Arcade!.

    **Is the submission to the Arcade broken? I can only get it to work in IE.

    Note: WebGL effects does not work in the exe version.

  • well done :)

  • We definitely need to gather the construct army and vote up eachothers good stuff!