GenkiGenga's Forum Posts

  • The old one I have pretty much dumped, it's being remade here in C2. I am having it out for testing only so people can report bugs to me ;)

    Fair enough, sorry i was under the impression that only workable demos were allowed to be posted. I didnt mean to sound rude :)

    I awate your progress good sir, lol.

  • Very nice game Jickay. Ive never played anything like it.

    The graphics fit perfectly and the game sounds are great. It doesnt lag on my system but I can definately concur that this game is HARD! :) In a good way though. I just had a playthrough with my girlfriend and by stage 4 you had us both yelling at failure and cheering at success!

    I found it interesting that we both used completely different styles, she was more precise - moving slowly, while i was gun-ho charging faster than i could handle 90 percent of the time haha.

    When we finally got past stage 3 i thought that we were going to just be doing the same thing through another maze but you really mixed it up with the trap door effect (really good mechanics). Stage 5 was our demise... argh that very last part!

    One criticism: by the end, i was getting a little tired of the beeping sound from clicking the mouse - it had me thinking what if you had a tune that cycled through as you pressed the button. Similar to using one of those old music boxes where you had to physically turn the handle to get the music going (and turning it faster would play it faster obv).

    Im making a habit of ranting in my reviews but i would appreciate the feedback so I dont hold back.

  • Hi Vladoss,

    The design looks interesting and the gameplay pretty unique, but its too complicated in my opinion, complicated puzzles are good dont get me wrong, but you need to be eased into it.

    I kept finding myself shifting back to the instructions when i didnt know what was going on. I think that any and all instructions should be in the game through playable examples.

    With that added it could be a fun little game but without it i found my patience ran out too quickly.

    (Im sorry if I sound harsh, thats really not my intention! I hope that its constructive at least.)

  • Hi all,

    Just wondering if anybody can tell me why there is a film around my "tiled background" image - and why it doesnt appear on the "sprite" version

    <img src="http://dl.dropbox.com/u/13312935/Example.png" border="0" />

    Tiled background on the left - sprite on the right.

    I can get around it by making the canvas size of the image bigger (so the film isnt in view) but id rather not use huge images if possible.

    Anyone had a similar experience working with tiled background objects?

  • First of all, the presentation of the website is fantastic. Simple but effective.

    Now for the hard love part :) (it wont be too bad i promise)

    You really need to add instructions "in game" for what we are supposed to be doing, there may be instructions on the website but I, "and most people" will be too lazy to look for them. I logged into the game, walked around for a few seconds, destroyed a couple blocks with mouse, then turned it off.

    If i understand correctly you have a random generating environment, which is definately a plus, but it needs to be backed by some challenging gameplay.

    You have a good start here, i would suggest really fleshing out the gameplay elements before you continue any more work on the website....

    .....which im looking at again right now... and watching the video of the gameplay, (Im not going to delete my post) but i would take down the construct version until it is functioning. I would not want people to be testing my game in the state that yours is in, when you have actually gone so much further than this in another game engine.

  • Good for a test project, I wonder whats next :)

    Looking forward to it.

  • Hey StonePaleAle,

    Nice game,good work first and foremost :)

    Was the game designed for fullscreen cause i have to say you had me squinting. This might have been lessened if the ball was a different colour to the barriers (a bright yellow/orange ball i think would make it easier to keep track of).

    Another issue (for me personally - not sure if others will share this) was the controls - I kept wanting to use my right hand! I do play fps's (and tons of games in general, so i am actually use to movement being with the left but for your game, short precise movement is a must - i'd think that most right handed players would feel more at home using the arrow keys for movement (or at least having the option to).

    Its actually perfectly designed for those original Atari controllers where you twist the top, i'd love to play it with one of those. :)

    The last of the constructive (i hope) feedback is on the boss when you hit the block it should change colour to show the block is weakening.. (haha - if thats what it was doing, i'll admit i didnt get passed it, tried 3 times tho!)

    Anyway its getting long and i dont want to end the post with criticism because you did so many things right, i like the block that periodically comes in and bars your progress, gameplay is smooth, graphics are bit small when not fullscreen, but still nice. Ive played a lot of pong style games, paticularly on the Amiga and this one is definately up to par.

    Well done.

  • Hey there Talkinghead.

    Thats a nice start! The game runs so smooth it is definately pleasant to play. I like the graphic style, with some polish it will look nice. Well done.

    Something i noticed while playing, the double jump doesnt work if your touching a wall and trying to jump. (There is a part on stage 3 with the 2 spikes close together that looks like you could double jump to get up early instead of having to keep going to get up the other way.)

    And just my 2cents, i like the lighting effect but i think it would look better if you could still see outside the lighted area dimly, like it was in heavy shading. (Actually on my second play the lighting grew on me, i think if you changed the background colour to something more nightish, dark blue, or a grey it would be nicer, the bright background makes me think day and the lighting night). Sorry to ramble just trying to give good feedback.

    Oh and P.S - that multplayer plugin sounds AMAZING! Cant wait.

  • Ah Nice, more to play with :)

    Thanks again Newt i'll try this out now, (the other style works but its a bit stiff on the camera while scrolling).

    Happy New Year guys.

  • Hi Sonicle,

    If you search through the forums and tutorials you will find many of the pieces that you could incorporate into that style of game, look for a post by the mod Kyatric, his signature has a lot of what you seek!

    Have fun ;)

  • Ok.

    I figured out where i went wrong, for other newbies out there the "shake" option that you get access to through the "scroll to" behaviour doesnt work if you are trying to use it in conjunction with the system action "scroll to".

    Hopefully using a different method to distance myself from the camera will allow the shake to work normally. Fingers crossed.

    Update: Lol i really feel stupid now, the shake works fine now that im not using the system action to set the position of the camera. I now have a camera positioned perfectly with : Camera -> Set position player.x+250 player.y.

    Can i have my Total Newb badge now Scirra? :)

  • Thanks for the suggestion Newt,

    I have been mucking around this afternoon with different styles,

    I initially had the scroll set to player.x+150, player.y (so my character wasnt in the middle of the screen), but found out through trial and error that the "shake" action only works when it is simply player.x, player.y. With the distance modifier it has no effect at all.

    Is it supposed to function this way? I would have thought that you could shake the screen from any position.

    Or did you mean for me to create my own screen shake effect through events?

    ...lol, one day i will be pro at this.

  • Thanks for the example! :)

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  • I know what you mean. The problem then would be that you want your objects to have different variables, health, damage etc... but still share that same base behaviour.

    The code you would need to make up for that might take up the same time and space as just coding many objects from scratch.

    Ive spent so many hours copying, pasting, editing to get around families but at the end of the day my code was so long that it was eating too much of the available space for the game.

    (10mb) if you hope to put it into the chrome store :(

  • Hey there,

    Just thought i'd let you know that your image link isnt working. I'd like to help. Im not sure exactly what you mean though.