Minor's Forum Posts

  • Thank you R0J0hound.

    Works great.

  • Game area seems a lot better now. I would like to see the asteroids collide with each other, at the moment they just overlap.

    Only got to Level 8 - I suck at asteroids, always have done.

    Again it's a really nice asteroids game - with a highscore board, the UI and the other stuff it's missing it'll be really good.

  • 1. Don't really need the always I put it there when I was trying to find what was up. It would be better if you moved the action in the always event to the last action in the "on RestHighScore clicked" event. Otherwise on the start of your layout you would show the best score loaded from your INI then, if you clicked reset it would reset the score in the INI file but not update the score that was shown onscreen.

    2. Not really but what ever is in the event runs every tick. Best example is the one you used in your 2nd Layout.

    Always

    +RaceTime - Set text to global('Seconds')

    That way whenever the score is updated so is the text displaying it.

    3. Use "Include Event Sheet" if you ever find yourself having to put the exact same code in each layout. For example you split your layouts into tracks for your racing game, so layout 2 is track 1, layout 3 is track 2, layout 4 is track 3 etc. You're going to need the controls for the car added to each event sheet for each layout/track. So put anything related to car controls in an event sheet, include it in all your track layouts and you don't have to add controls to each and every track/layout you make.

    4. See above.

    5. No problem

    Hope that helps. My explaining is crap to say the least. Maybe someone will translate the above into English .

  • Here's an edit. Think it's what you want.

    http://dl.dropbox.com/u/1646976/Test%20Track-edit.zip

    You need to make the INI global first so then it could be used in all the Layouts. You were trying to read from "Groups" & "Items" that didn't exsist in the INI too - so even after making the INI global you'd still return 0 for some of your text.

    Open your posted cap and the edited one side by side to see the changes you needed.

    Hope that helps.

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  • http://dl.dropbox.com/u/1646976/ini.cap

    Think that'll help.

    Also:

    ZOMGbananas INI tut -

    Mine with CRC32 (just ingnore the CRC32 and look at the reading & writing) -

  • Nice start Madster.

    The only problem I have with it at the moment is the ship size in relation to the screen, which has been mentioned in earlier comments.

    I like the shooting effect, being pushed back adds a bit of strategy, because if you shoot when close to an asteroid thats behind you could fly back into it.

    Insterested to see where this is going.

  • Thanks for trying it again scidave.

    [quote:18x7i0gu]Another issue is the initial loading of the game. It just sits there loading the levels with no indication on what is going on. Some people with ADD may just quit your game before they even start. I would add a progress bar when the levels are first generated.

    I've added a progress bar to the level generator at least now you get an idea of where it's up to & how long it's going to take.

    [quote:18x7i0gu]My biggest complaint is that you have no idea what level you are on or how you are progressing. It is very disorienting, which is perhaps intended

    It was intended to a degree. I just didn't want to plonk some text on screen saying "LEVEL 7". I'll have a think if I can come up with a more subtle indication of how far you've progressed and how far you've got to go. Maybe instead of a screen saying "loading level" I'll add some sort of overview map showing the start and end and your progression inbetween.

    [quote:18x7i0gu]but the problem is when you die there is an option on the main menu for "last levels" and you have no idea if you are starting from the start or it actually saved your game.

    My bad. It isn't a saved game it just lets you play the last set of generated levels again from the beginning.

    [quote:18x7i0gu]The difficulty seemed allright and I believe I was around level 15 or so before I died. I was expecting the further levels to be more difficult, but it seems like it is somewhat random on how difficult the levels were. I actually kind of liked this. One level you could just take your time running around picking up gold and collecting as much fire as you pleased and the next level it is a frantic race to find your way out.

    Levels are totally random so you never know what you are going to get, no matter what the level number. I was hoping it would make no difference to the game not having a diffuculty factor that got increasingly harder, just didn't want the player to have an idea what was coming on the next level/floor.

    [quote:18x7i0gu]Also, the controls (as far as repeatedly pressing keys) felt ok this time and they do add to the frantic nature of the levels.

    Glad the controls felt better. I just like the feeling of hammering the keys, while on a low light, keep flicking on the map hoping to run into a flame somewhere. I think if in the same situation using a 'hold down the key method' you wouldn't feel as involved, as the character would move at the same rate in a low light situation as in full light.

    Thanks again.

  • OK. This is in a semi-finished state. Would any one test it out for me? Would like a bit more feedback before I post it elsewhere.

    Bad Windows Movie Maker trailer:

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    Quick gameplay video:

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    Controls:

    Arrows - Move Character

    X - Calls Up The Map

    Z - Action - Stood next to chest open - Again to collect gold - Exit while in front of exit stairs - While next to a flame add energy to the torch you're carrying.

    Menu:

    New Game - Will generate 25 new levels for you to play (takes about a minute or so)

    Last Levels - Will play the last levels generated

    Stats - Will randomly show some of the game statistics

    Level Share & Achievements aren't in yet.

    I know some had misgivings about the controls but I've kept it the same as I think it adds a bit of panic to the game when your light gets really low - But I have tightened the movement and shouldn't leave the grid like it used to. But if the movement is still unloved I'll change it to holding a key to move.

    BUGS:

    1. Sometimes when you start a level you can't move - Think it's solved - If anyone has this problem could you let yourself die, open the laststats.ini, look for [LEVEL] make a note of the number and send me that level file from the Data folder.

    2. Sometimes you'll come across a bright shining number somewhere in the level - again I think it's solved - but if you come across it let me know.

    NEW LINKS

    http://gamejolt.com/freeware/games/rpg/roguelight/1425/

    Thanks

    PS - Do you think it's too difficult to get anywhere near escaping?

  • HORRIBLE HORRIBLE GAME! Just the difficulty I mean.

    Man It's hard, way too hard for me to even contemplate playing through. Not a big fan of these types of platformers, I haven't got the skill or patience to get 8 or so pixel perfect jumps right on the money. But I understand the appeal of playing something this hard.

    Overall it's a great first game - just too hard.

    I'd like to see some stats of how many times I died - Maybe deaths per screen and deaths per game. Maybe name the rooms as in Jet Set Willy & Technician Ted from the old Spectrum/Amstrad/Commadore64 era & more recently VVVVVVVVVVVVVVVVVVVVVVV (I know thats too many 'V's but I'm too lazy to check).

    Did I mention it's hard. Right I'm going back to playing this BIATCH! Just to prove I'm no platforming pussy.

    PS - Good luck with the entry in the Assemblee Compo.

  • Congrats and all the best.

  • Nice game! Lots of fun.

    Although I suck at it I always want to use z as jump & x as shoot, so end up jumping when I should be shooting and shooting when I should have jumped.

    That's my brains problem though not the games.

    Nice to see more games getting finished with Construct. Hope all goes well with the Assemblee Comp over at TIGS.

  • Thanks again.

    gammabeam - Seems like a similar system to me although instead of an array I use the values in the ini and Private variables to place objects and the type of room it is.

    scidave - Thanks for trying it. Seems like I've got the movement well off, i thought roguelikes used that system to move about. Looks like holding down the key to move continuously is the way to go here. Time for some research playing Powder me thinks. I like the random dungeon generation too, I was hoping to include the generator as a seperate app so you could generate a set of 25 levels, share them with a friend (that is what the levelshare folder is for) and see who does the best ie most treasure, fastest escape, etc.

    Thanks again everyone.

  • Great work on this.

    Unfortunately I suck at it big time. By the time my head works out where I am in relation to the obstacle the poor guy on the quad has already crashed through it, and is hurtling head on into the next.

    Still great work and very polished.

  • Thanks guys I'll look into the movement issue.

    gammabeam - Does your game use randomly generated levels?

    If so how you handling them? I'm currently generating the level. Then on Layout 1 - Loading the level via the ini and then running the game events on Layout 1 too. Then trouble I'm having is getting it to load a second level on the same layout 1 then running the game events for the new level - if that makes any sense.

    I was thinking if having a seperate layout for each section (generation, load & gameplay) would be a better method.

    Anyway thanks for taking the time to try it out.

  • Hi Guys!

    Here's a small 1 Level test of my game RogueLight - It's supposed to be a small break time rogue-like with no combat just a race against time.

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/project3.png">

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/project2.png">

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/project.png">

    Controls:

    Arrows - Move Character

    X - Calls Up The Map

    Z - Action - Stood next to chest open - Again to collect gold - Exit while in front of exit stairs - While next to a flame add energy to the torch you're carrying.

    When It's game over, either when all goes dark or you find the exit nothing will happen and you'll have to exit the game manually.

    I've included 5 randomly generated Levels in the LevelShare folder. To play one of these copy to the level you want to play to the Levels folder and rename to level1.ini.

    Full game should have 25 randomly generated levels (generated each time you play) to escape from.

    Links -

    http://gamejolt.com/freeware/games/rpg/roguelight/1425/

    I'd like to hear your thoughts on this - Becasue if I continue I think I'm going to have to start again because I can't restart the Layout without it crashing, the game itself and the Level Load events are in 1 Layout. The idea was load first level - when complete restart the layout but load the next level in sequence. But at the moment I can't get it to reload the same level without crashing.

    Can this be fun? A rogue-like with no combat? Are there too many fires in the Level?

    PS - I'm really nervous posting this, so be kind.