Lumik's Forum Posts

  • Read manual 25 points

    Read 20 manual entries 25 points

    Read 50 manual entries 50 points

    Read 100 manual entries 100 points

    That is 200 points total, and it doesn't take more than couple of hours even if you really read the entries and not just click through. And you can learn a lot while doing it. My mistake as a beginner was to read manual without being logged in.

  • I played about half way, before I stopped. I don't know how far I would have got if I really tried.

  • Nice and simple game. Fun for 5 minutes. Maybe you could add something more to the game to keep it interesting for longer time.

  • Thanks!

    I updated this to V0.02 today. The "pro" level is muxh easier now with slightly different game mechanism. I don't want to make learning curve too steep, and I can increase the difficulty in next levels.

    I also found a very critical bug in the first version. Sometimes it scrambled to a state that was impossible to solve. I'm very sorry about that. Nothing is more annoying than an impossible puzzle.

  • I just updated my game in Arcade yesterday, and it worked fine. Are you sure that exporting the project works? Check the modification time of your .zip file after exporting to make sure it's new.

  • https://www.scirra.com/arcade/puzzle-games/puzcro-1773

    This is a proof of concept version of a simple puzzle game. Target of the game is to organize coloured squares to groups of same color (as shown before suffling the squares). Click arrows to move squares in a row or a column, and click center area to rotate squares in the blue center area 180 degrees.

    There are only few squares on the screen and not many possible moves, but even if it looks easy, the harder "pro" skill level is guaranteed to make your brain hurt.

    Comments and ideas are very welcome.

    Things done:

    • Basic gameplay
    • Two skill levels

    Things to be done:

    • Better graphics
    • Animated moves
    • Music & improved sounds
    • Two more skill levels for those who seek more challenge
    • Statistics: fastest times, average of five solves in row, least moves
    • Color blind assist mode

    Do you think I have an idea worth developing here?

  • I like it how the styles of opponents are different and you have to adjust your own style to beat the opponents. But if you want to make really great boxing game, you should focus on opponent movements so that player really needs to read the movements to see best times to through a punch or dodge.

  • Thank you for positive comments. Maybe I will expand this game with more levels later, but now I'm working with new ideas. One is a puzzle game inspired by Rubik's cube. Another one is a touch-to-shoot game inspired by the legendary Duck Hunt.

  • I don't know if this helps, but I made small example project where I use X and Y positions of objects to calculate corresponding X and Y indexes for a 2D array. This way I didn't need to set any instance variables manually.

    https://drive.google.com/file/d/0BzbX-wj9E7SrdXZmSk1IWEdkZFk/view?usp=sharing

  • You could use invisible upper limit sprite. Before spawning next block, check if a block overlaps upper limit.

  • By default, state of objects in a layout is not remembered when you go to other layout. Try using persist behavior on all objects whose state you want to save.

    If you use persist behavior, you will also need "Reset persisted objects" when you start again from beginning.

  • Assuming max jump distance is about 200, try something like:

    Add random(-200, 200) to VAR_Plat

    After that add sub events to verify that VAR_Plat is within playing field:

    VAR_Plat < 96 -> Add 200 to VAR_Plat

    VAR_Plat > 864 -> Subtract 200 from VAR_Plat

    Then you can create the platform.

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  • As far as I know, circular collision polygons are not possible. I can't give full solution to this, but I have one idea that maybe could work.

    You could make it as regular flat floor platformer, but make it look like your on a planet. Just make the actual ground on a layout invisible and make a non-solid sprite image of a planet under players feet. Make planet.x = player.x. Then rotate the planet and backround according to player movements (e.g. set planet angle relative to player.x and pin background to the planet). Any collectible objects and enemies on the planet must be pinned to the planet (position and rotation).

    This only works if you have single planet in each layout. If you want jumping from planet to planet or something like that, then it's more complicated.

  • 4. I understand english much better than google translation to my native language (finnish). On the other hand, if the original language is something else than english, then it should be translated to english.

    English is the most widely understood language in the world and I don't think there are too many gamers without at least elementary english skills. However, it depends on target audience. If you are making a kids game, then translations to other languages are far more valuable.

  • This is third time I try to post to this thread. I received e-mail from support saying that the problem is fixed now. If you can see this post the fix seems to be effective.