lamar's Forum Posts

  • Instead of scale I would recommend using the size of the object.

    You can reduce height and width using Size of object each second or every tick.

    Scale is primarily used when you are also scaling the layout so objects appear the correct scale.

  • Sales have nothing to do with whether a game is good in my opinion and many great games are released for free and get lots more playtime.

    People buy games like candy these days and play them once and toss them in the used game bin looking for their next fix.

    I base my games success on comments I get from players and if they return to play over and over and you can determine that in an arcade where you can see number of plays and how many times they retry to get a higher score on the leader board or get that next achievement badge.

    If you get a game showing good numbers in the arcade then you should focus on that game making updates and improvements and develop a following for the game.

  • I had that same problem using the automatic save in C2 when I left it open for long periods of time. I have had it crash on auto save when I was using other programs like Sketchup that also auto saves.

    I think it is a bug but my solution was to turn off auto save completely and save to single file only when I make some major change in the game and I have left games open for days doing that and never had it crash or corrupt a file.

  • I start games base on a scene or special behavior or effect all the time and then just save it in my ideas folder for when I get inspired to make a full game.

    I pull those up and look at them from time to time and sometimes after they sit a few months and stew they work really well for some other game idea I had not even considered.

    Also good to go play other people's games for inspiration

    A game Jam can inspire ideas and I like challenges like that or helping newbies in the forum with their projects will sometimes inspire a game for me.

    Sometimes you just need to step away from game design for awhile and let your brain relax. Get out in nature, read some books, practice your other hobbies and then come back after awhile and you will have a fresh outlook.

    Watching movies and reading good books will often inspire me to a game story.

  • Just got this notification from GameJolt if anyone wants to participate and represent Scirra engine:

    Bad Box Art Challenge is back for its second year!

    Terrible box art has been around ever since the earliest computer games were etched onto floppy disks and encased in cardboard for display on store shelves. The most gobsmacking examples make you wonder if the artist ever even played the game. But what if those wonky renderings accurately depicted the games inside the boxes they adorned?

    Announcing the 2017 Bad Box Art Jam!

    Make a game based on a box cover from our Gallery of Trash. Keep the game's title or choose a new one, but use all of the elements present in the art (excluding logos and labels). You will have 72 hours to work your magic.

    Start: Friday, March 24 at 12am (Eastern Time)

    Deadline: Monday, March 27 at 12am (Eastern Time)

    Voting will be done by jam participants and will take place during the week following the end of the jam, until April 2.

    Participate by adding a game page to Game Jolt and tagging it #badboxart2017 after the jam starts. Be sure to upload your game before the deadline.

    http://jams.gamejolt.io/badboxart2017

  • Oops I put this in the wrong section!

  • Just got this notification from GameJolt if anyone wants to participate and represent Scirra engine:

    Bad Box Art Challenge is back for its second year!

    Terrible box art has been around ever since the earliest computer games were etched onto floppy disks and encased in cardboard for display on store shelves. The most gobsmacking examples make you wonder if the artist ever even played the game. But what if those wonky renderings accurately depicted the games inside the boxes they adorned?

    Announcing the 2017 Bad Box Art Jam!

    Make a game based on a box cover from our Gallery of Trash. Keep the game's title or choose a new one, but use all of the elements present in the art (excluding logos and labels). You will have 72 hours to work your magic.

    Start: Friday, March 24 at 12am (Eastern Time)

    Deadline: Monday, March 27 at 12am (Eastern Time)

    Voting will be done by jam participants and will take place during the week following the end of the jam, until April 2.

    Participate by adding a game page to Game Jolt and tagging it #badboxart2017 after the jam starts. Be sure to upload your game before the deadline.

    http://jams.gamejolt.io/badboxart2017

  • Sounds like an awful complicated way to detect collisions with a wall?

    If your walls are solid and your player is solid it can't go through a wall.

    You can also use collision detection to stop objects from passing through each other but the solid behavior is simple and works 100% of the time for those situations.

  • You have the animation set to attack and then immediately reset to beginning of animation again.

    Remove that set to beginning of animation as it will always start at the beginning of an animation unless you tell it otherwise.

    You are using a variable P1 to determine the direction the player is facing which is good but where are you setting that variable?

    That could be the reason the attack animation is not playing so I would have to see your other control events that sets that variable.

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  • Overlap at offset would work best for that.

    Overlap is good for reading a position but not for stopping the overlap.

  • >

    >

    > Sure pathfinding and on line of sight work fine in real time.

    >

    > Use the bullet behavior so it detects collisions when you release the boomerang but use on line of sight and pathfinding to bring it back to you.

    >

    > If it has you locked in on line of sight just have it return to your position. If not find a path and clear obstacles until it has line of sight.

    >

    > It should always return along the X axis towards you so include that to keep it moving.

    >

    I thought pathfinding had to calculated and couldn't work very efficiently on an every tick basis, which is what this would need to be? The solids might not be moving, but the player would be, so wouldn't pathfinding be really heavy on performance? I'm still having trouble working out how to incorporate this in my example

    Well what I suggested is using the bullet behavior. That is used to keep the boomerang flying back towards the player while on line of sight and pathfinding is used to change the bullets course as needed to get it back to the player so they are checking position every tick but not making adjustments every tick and should't slow down performance.

    If I get some time I will try to make a capx with an example of what I mean but I am just going off what I see in your example so it may not work for your game.

  • Thanks!

    I tried Player

    Is overlapping Wall

    random(32, LayoutWidth-32) Y: random(32, LayoutHeight-32)

    So far, I haven't had it spawn within a wall.

    This will also be helpful for spawning enemies and other objects.

    Right on and looking forward to seeing your game!

  • lamar

    Played it for a few minutes and these were the things that came to mind:

    1. Game could be a little faster. Maybe have difficulty levels that affect speed.

    2. The clock looks weird when seconds are less than 10, not sure how you're handling it bt maybe something like this:

    [event] Every 1 second
    -> Add 1 to seconds
    
    [sub-event]seconds >= 60
    -> Add 1 to minutes
    -> Subtract 60 from seconds
    
    [blank sub-event]
    ->Set text to minutes & ":" & (seconds < 10 ? "0" & seconds : seconds)[/code:3e12aelm]
    
    3. The conversion after touch down might be more interesting if you do it by double-clicking instead of running at the ball with arrow keys
    
    4. The opponents looked a little weird to me when the sprites were angled, maybe keep them vertical even when moving at an angle.
    
    Just out of curiosity, is there any licensing issue with using the team logos? Or does it come under some sort of fair use policy?
    

    Thanks for the feedback!

    The first touch down is intentionally easy and all you have to do is avoid running into the gladiators. That is a practice level so people understand how to play but then the gladiator AI takes over and they will move quicker at the player and cut the player off and that increases with each touchdown.

    The controls are all set for touch and mouse. You don't use the keyboard to kick. You double tap the player and he runs forward and you have to time it to contact the ball with the right foot.

    I may have to look at those controls if you were using the keyboard for that.

    Thanks for the clock script. I didn't put a zero in front of the seconds so it looks weird but is accurate.

    I kind of like the angle of the gladiators but I will try it both ways and see which looks better.

    On the opening screen it says the game is not in any way connected to any team or player and is released as parody under US copyright laws.

    It is parody of football using gladiators and funny looking and running characters so it fits the law concerning parody in the US but I guess I won't know until I put it out there if someone says anything.

    Thanks for playing and I will be updating and finishing the other features soon so stop back and see the changes!

  • hey that's pretty addictive. Even for me, whos european and knows nothing about american football. That's a good mechanic: a small (time-wise) challenge you need to complete in order to face another challenge -- the touchdown (which btw is so frustrating

    (graphics are provisional i hope)

    Thanks- it is an original theme that does not follow US football rules completely so anyone can play it.

    Graphics will be improved but for a fast action funny game for people that like sports I think it hits the mark.

    Here is the video of me playing it and I get tackled alot too!

  • Errr i'm having some problems to get beyond the GET THE BALL screen. Managed somehow once (and was quickly tackled down) but can't replicate it :/

    ------

    EDIT:

    > You can use arrow keys to move player but double tap on player to start.

    >

    That dumb I am.

    The game is designed for touch or mouse control so you have to double tap on the player to start them running and then use touch or mouse or keyboard arrow keys to dodge the oncoming gladiators.

    I will include an instruction screen in the game but just haven't got that far yet.

    You will get tackled alot when you first start playing and it takes a few tries before you learn the distance and how to dodge fast and use that crunch power up to plow through gladiators but once you do you will be charging down the field making touchdowns.