Hayes2D's Forum Posts

  • xicx Totally agree! The set amount is currently 40 and I'm thinking of reducing it. Instead of a number I'm thinking an "Almost there!" prompt. What do you reckon?

    Lots planned, I write up the majority of the development plans here and use these threads for actual releases.

    To sumerize:

    - Valuable but weaker scrap pickups. I already have everything g in place for these.

    - Circular saw blades, moving and static. There is a reason scrap farmers are missing limbs.

    - Super magnets: magnetic power up that increases ScrapBots magnetic pull until it is depleted or the

    magnet is toggled.

    - Magnetic health pickups. Drop them off at a scrap collector to repair. They’re going to become an

    essential mechanic as the levels get more dangerous.

    - Magnetic bombs. Release your magnet to drop them onto enemies.

    - Magnetic turrets. These would use adjacent scrap as ammo! I also have an idea to have NPC’a with metal

    parts and weapons. I just need to decide if I should go none combat or not.

    - Static turrets that use specific ammo with a drop-off mechanic similar to the scrap collectors. Might

    give some levels a tower defence feel.

    - Magnetic lanterns. I have the systems in place for these. I have an idea to use them with an enemy

    that is scared away by the light from them.

    - Enemies that are scared of light.

    - Enemies that have their own magnet and can try drag you to danger.

    - Enemies with guns.

    - Simple bash enemies.

    - EMP enemies that can disable your magnet.

    - EMP Fields where your magnet is unusable.

    - Moving platforms, not dangerous to the player but will make it harder to move breakable scrap.

    - Magnetic steel blocks for blocking enemy advances. I already have the systems in place for this.

    That said, I should note that I'm going through the slow process of changing the games main tileset! Left the game a little broken but I think it's well worth it. I've not been a fan of the old one for some time but haven't been able to come close to anything better until now.

  • V0.030 is out!

    Play it here: hayes2d.itch.io/superscrapbot

    • Remade camera fade controls
    • Fixed level 3 scrap collector bug
    • Level selector now automatically selects the next level
    • Added steam vents
    • Added more details to underground tiles

    Lots of system and graphics polishing. As always, love your feedback!

  • xicx whoops! I had to miss one didn’t I! Cheers

    Paoloq Really appreciate the feedback. I have had one or two people mention the dialogue so it is something I need to address but I’m not sure on the best action at the moment.

    If I allow movement it can get fairly problematic especially as I introduce enemies, fragile scrap an circular saws. Last thing anybody wants is to drift off into danger when trying to read. The other issue would be that key information might be missed. Most of the issues people have had while playing is that a mechanic has been introduced without proper explanation. Whole dialogue sections could easily be missed while one open and the player still moving.

    I think it needs a more elegant solution but for now I’ll keep the dialogue interruptions as little as I can.

    One possible solution is to add VO. I might run a test for that at some point.

  • V0.029

    • Changed dialogue trigger to a custom event trigger to give more objective possibilities.
    • Increased the strength of scrap blocks. Should be impossible to break by slamming.
    • Reduced the timer on scrap piles from 20 to 8 seconds.
    • Capacity added to scrap collectors! Now each scrap collector has a unique capacity giving some more tactical decisions to the player.
    • Added level timer.
    • Level 4 is now playable!
    • Level 1 spelling mistake fixed.
    • Fixed wall collision bug.

    I need lots of help play-testing level 4! Please let me know your thoughts.

    Play it here: hayes2d.itch.io/superscrapbot

  • Can’t break a habit of a lifetime xD

  • I must say, I am incredibly grateful for all this feedback. I can throw as many features and updates to the game as I can but unless other people understand what they are it means nothing.

    And if I can make the games mechanics understandable just through gameplay, it’s always more preferable to a wall of text or diagram. Obviously it’s difficult and relies on a lot of feedback but at the end of the day, I believe it makes a better game.

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  • Now that is one I need to fix, looks like it’s missing a vert. Wonder if that could make an opening

  • Ah I see what you mean. I’ve used that incorrectly for a long time!

    When you hit all wall with the scrap, they are destroyed by the impact. This is a feature that’s going to be tweaked in the next release.

    The issue as I’ve had it described is that the scrap appears on/under the wall. Still visible but unreachable. This I’m unable to replicate.

    Thanks for taking the time to play my little game!

    Edit:

    Just seen your edit, I’m making the regular scrap much harder to break and more obvious when they do. Hopefully this will clear up any confusion.

  • Thanks for the feedback but merriam-webster.com/dictionary/allot

  • I just can't for the life of me replicate this bug. I've tried on mobile, desktop and even the slow browser on my Xbox. As it's potentially a bug in construct 2's psychics and I have no record to work off there's very little I can do to fix it.

  • Great first title. Gameplay uses a couple of tried and tested mechanics. Best way of getting use to game development.

    There are a couple of pointers that I'd add but as it's your first, take them with a pinch of salt.

    - There is a lack of difficulty curve. Enemies instantly kill the player giving no time to get use to the mechanics. This can be very off putting to a new player. Perhaps introduce a slower, weaker enemy first.

    - The camera feels too close for how fast the enemies move. If you still want some enemies to spring up on you, perhaps a line of sight/lighting mechanic would work better.

    - Moving from mouse to enter in a twin stick shooter can really break the games flow. Try using a key or even multiple key options that can be used while your fingers rest on WASD. Same goes for any control setup, nobody wants to do finger gymnastics. Unless your game is QWOP of course xD

    Altogether, a well put together first game. Look forward to seeing what you make next!

  • That would be really helpful but I’m afraid I don't have it

  • Wait so is the scrap actually going behind the walls or I it being broken by the wall? A screenshot would really help me fix the issue as they’re all psychics objects already, nothing should pass.

  • Happily, I’ll check it out tonight.

    So I’ve been thinking on how best to fix your issues:

    Make regular scrap blocks unbreakable. It’s not needed this early on.

    Reduce scrap pile respawn to 5-10ish seconds. As normal scrap is going to be unbreakable it won’t be needed until later on when I can explain it in dialogue.

    Still can’t make my mind up how to best explain the magnet toggle but I’ll think of something.

    Thanks again for the help!

  • Thanks for sticking with it! Did you see the scrap blocks on the other side of the wall? I'm only asking because if you hit a wall too hard the blocks break. Also, the scrap pile works like that, take a look at this gif twitter.com/0Hayes2D/status/1154869224206217222

    If anything is happening differently to how I've mentioned would you be able to screenshot it for me?

    The idea with the scrap pile is that it spawns 1 scrap every 20 seconds so if you only need a couple of extra scrap after breaking them you don't have to reset the level. Again, that one isn't explained in game I'm just hoping to lead the player into discovering it when the levels get a bit tougher.

    I might however be overlooking the fact that new players like to slam ScrapBot around while learning the mechanics. Could do with watching some live demo's/video playthroughs xD

    Thanks again for playing! Means allot to see people tying the game out, especially in this early state.