lionz's Forum Posts

  • Yeah that could work. I'll have an explorer dude pulling a switch left/right at the top. The middle button can be for rotating blocks at 90 degrees to slot into shapes for treasure.

  • newt

    Yeah I could look into that if it works. I can do chunks of A and B that have a limit before they switch. Any ideas on theme though? I thought cargo will work and then tried to implement something where you are sending the cargo to spaceships in precise numbers but it all got a little too convoluted for hypercasual.

  • newt

    Thanks! Although the bombs are visual at the moment I have since added a timer. The idea is they count down and you must get rid of the stack quickly or it's game over, it just wasn't implemented yet and I needed to test what amount of time would be reasonable and not annoying for the user.

    I checked out Timberman just now, yeah I'll try not to do anything similar to that. Do you think patterns would work? Memorising patterns seems too easy like you would know what to press and not need to look at what is dropping.

  • Hello! I am making a hypercasual game which is very basic but gets somewhat addictive on mobile. I can't think of a theme though, basically a reason for the As and Bs to go in different directions and for bombs to exist. Check out the link and I'd love to hear if you have any thoughts on a theme that may work.

    dreamy-wing-88681b.netlify.com

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  • It's because you have some logic under the on start of layout events where you set the enemy_heli_move instance variable to the district area you are overlapping therefore the heli is always in its correct district therefore it will never rotate to face any other district.

    edit: just realised you are saying the problem is that the variables are not assigned correctly, looks fine to me.

  • So your question is what size are mobile screens? Pick a landscape or portrait orientation, my guess is landscape for a board game. For screen size you target aspect ratios, for newer phones the common one is a 16:9 resolution, for a tablet a 4:3 resolution and some of the older phones use a 3:2 resolution.

  • Did you try overlap? If object is overlapping terminal, set global var to true else set false. If else is tricky to use because you are new, you can use if object is NOT overlapping terminal by inverting the overlap condition (right-click event - invert)

  • On tap is a trigger event which will trigger once after a tap.

    Is in touch is not a trigger event and will trigger the events as long as you are touching the object.

  • Yes, see the comment above. The turret is facing the enemy in terms of angle, just not visual. The front of the turret image should be facing to the right in the layout, it is probably facing up.

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  • Do you have other enemies off screen?

    Does the turret seem to follow the enemy with movement even though it is not facing it?

  • Looks interesting, let's see some gameplay. :)

  • It should retain the values, my guess is your End Game layout is using an event sheet which has logic 'on start of layout set global variable to 0' or 'reset global variables'. Did you add any logic like this?

  • Looks interesting, good job! I would say that the player looks like he is being punished by gravity when he jumps, as though the character is really heavy and maybe that would be frustrating to play but if that's the design so be it. Also there's something odd about the camera, it drifts too much and takes too long to follow the player, although this could be intentional again, I'm just pointing out what would be frustrating to me.

  • I feel like they should be sub events of the on created event but they're not, so I'm not sure how it works at all, you change the variable when a pillar is created but what prompts the create object actions?

    Also checking against a global variable changing as you're creating objects seems risky. Better logic I think would be to have an instance variable on the pillar, on pillar created set instance variable to choose(1-9) so you know exactly what is has been assigned, then on created as sub events you check if instance var =1, 2, 3 >4 etc, you don't need trigger once or pick last created conditions.