harrio's Forum Posts

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  • i love the effect of the characters being on a walkway, as you see both sides of the wall. i don't know exactly why but i just love the way that looks.

    seems like a whole genre of games could be made just from that.

    well done...please keep going.

  • two more things;

    when you only have one hero on the board, after rolling the dice, the hero should move automatically. it saves time and makes sense, since it is the only choice.

    when you have to move to a trap or potion, it should not show the 'sign' of what it is until you finish moving. that way, it scares the crap out of you waiting for the move to end, to find out what the trap or potion might be. that adds a lot more relief to 'phew'...lol.

  • you are right of course. making the 'who gets screwed' decision, should be a part of the game because it adds tension. all good games do that.

    guess i'm going to just have to suck it up and roll...lol.

  • after playing some more, i have a suggestion that may or may not throw off the gameplay balance. so please feel free to ignore it completely...lol.

    some times when you have a bunch of characters on the board, you choose which one will move based on whether they might get screwed by the number on the dice. this gets you into the situation sometimes, that when you roll the dice, no matter who you choose, they are going to feel pain. if there was an option for the player to 'pass' or not move at all. they could avoid getting roughed up by traps, potions and enemies. the counter-balance to this in my eyes would be, the opposing player would get an 'extra' turn of mobility.

  • Next time I'm gonna try hard to create a game that I don't suck at...

    lol...

  • Snooba,

    beautiful graphics. makes me want to say...pew-pew-pew!

  • nice...got a little dizzy...lol.

  • ,

    don't even try to beat 870. the bar has been raised to an impossible height.

    in my most maniacal jabba laugh..."huh-huh-huuuuuuuuuh..."

  • frustrating...i'm going back to poker...lol.

  • Dave Hailwood

    puff of smoke is perfect as well. as long as it brings attention to the new occupants on the board. great job so far. thanks for the progress report.

    getting everything to work, doesn't seem like it, but it is the real fun. figuring out those bugs and glitches is really satisfying.

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  • i think he already has that included in the game. when you land on certain squares of a particular color, they do exactly what you just said, give you random events that can help or hurt you. and yes, it does make the game very much more strategic. many times you have to decided to take a chance or avoid them, and it may cause you to slow down the progress of your characters on the board.

    after you have played it a few times the 'phew' really takes on it's true meaning...lol.

  • ... No , I'm seriously willing to buy your hand ...

    lol...

  • haha...nice.

  • you can also make items that come to the board as a result of the a 'trap' glow momentarily, to give a visual clue to the player of what is new and where it has been placed. a few times enemies and potions got added to the board, but i could not tell where because they all look the same. a quick pulsing glow upon entering the board would solve that easily.

    great game...keep us updated.