necromaster's Forum Posts

  • Pachinko Parlor has had an update in time for Halloween:

    Version 1.3A update

    Changes made to game

    * NEW - Lobby runs smoother now, with machine graphics issues a thing of the past.

    * NEW - The machine background now has the capability of flashing whenever a ball enters a score trap.

    * NEW - A New spinner type has been added. It makes its first appearance in Machine #16.

    * NEW - The game now comes with a Free Machine feature. We will now be able to unlock a machine to feature it.

    * NEW - New sound effects for balls hitting pins and balls entering traps.

    * MOD - Gameplay tweaked to reduce the number of balls rewarded. Remember to click on the Gold coin if you run out of balls.

    * MOD - Gameplay tweaked to make the traps close even earlier.

    * MOD - Splash screen now loads faster.

    <img src="https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/1376429_464629373652436_1557122146_n.png" border="0">

    More game updates and new machines will be coming in the following weeks.

    All feedback will be greatly appreciated. Send your emails to support@gameswarp.com.

  • Junk Pile now live on Google Play!

    You can read more about our creation over here on Scirra's forums.

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  • GamesWarp would like to announce the release of Junk Pile for Android, now available from the Google Play store.

    Junk Pile is an action puzzler game that has you helping Binky the rabbit escape the rising waters. Build a pile of rubbish using the falling pieces so that Binky can clamber up to safety. How far can you help Binky climb?

    You can also find out more info about the game at the following pages:

    GamesWarp, SlideDB and Facebook

    <img src="http://media.slidedb.com/cache/images/games/1/25/24580/thumb_620x2000/Screenshot_2013-07-28-12-10-57_copy.png" border="0">

  • I am getting the exact same error with r138. Looks like I'll be going back to the previous version.

  • Thanks... here's a reply I typed on IndieDB that I wanted to share:

    The game may have already been released on my website, but I am already thinking about a newer and better version - Nurture II, for web, PC and mobile.

    The next time round, you will get a couple more tiles to "mix-n-match" with a lot more interesting objects you can create... as well as more Glob varieties and behold - beasties. Again, in sticking with the idea of minimalism, the simulated life entities shall only have a few parameters.

    I am in the midst of drafting out a Game Design Document for it.

    sved: And Hazards will go into Nurture II...

  • The minimalistic design of Nurture blog article got featured on Gamasutra.

    Take a look... Free advertising too for Construct 2.

  • Thanks lemo... your construction sandbox is looking real pretty too.

    If I were to do a limited number of puzzle pieces... I would have to design the levels AND solve them first.

    To tell you the truth, I haven't gone about really solving them because of the sandbox nature of the game. Even though you may find a couple of solutions over at https://www.facebook.com/FuzzballsFortress, I don't think they have been fully optimized to use the fewest pieces possible.

    <img src="smileys/smiley9.gif" border="0" align="middle">

    I will be looking for an artist to help me finish up the artwork. I would absolutely love to give "Fuzzball" some fuzzy personality.

  • With the 2-3 hours I talk just about the playable prototype, no arts, music ore something like that. Also with the XML Level Design.

    I think I understand what you mean. Yes, it's a possibility, if I throw everything else (but the good old kitchen sink) out the door.

    This is wrong, I would say 60 percent is given in c2.

    Sorry, but I think things got lost in the translation... code is there no doubt, but I don't look at what's provided anymore. But never mind, let's agree we disagree, so we can move on. <img src="smileys/smiley17.gif" border="0" align="middle" />

    And sry the hidden tools I dont found.

    PS: Rotation does not work at me

    The tools are accessed via keyboard, using the "-" and "+" keys. Get into the game (past the main menu and level select screens) and press the keys there.

    The game was not designed with Touch... so it only works with mouse and keyboard for now. I have no idea why rotation doesn't work for you... you must have already selected a piece from the palette to be able to rotate it with the RMB.

    I just wanted to say that this game will need much more work but this could get with some expansion(different bullets with different effects or something like that) to a really good game/app. It?s like angry birds, just that the player is the pig :D

    Pigs? Oh yes, of that I am fully cognizant. But I wouldn't want to call it Angry Pigs... or even Angry Fuzzball.

    Yes, the potential for this game is excellent, but the game needs quite a bit more work. Which is why I have the array system in there... plus I will need a serious artist and sound effects guy on my team to brush up the game to its fullest potential.

    Anyway, thanks for the comments.

  • Darklinki:

    Hmm... you probably need to take a closer look at the instructions. Piece rotation is already there - just use the Right mouse button.

    Yes, the score system is not in place right now, because it is really a prototype effort - done in one shot over the span of 3 days. I am thinking of using some star icons, but that would be too mainstream. Anyway, what I have in mind will require another few more days of implementation effort.

    In fact, the game's level designs are still being worked on. Luckily, all the level designer needs is a text editor; level data is read in from an XML file.

    And no, I don't think you can accomplish this kind of effort in "2-3 hours" with such detail... and especially from scratch and without any pre-made code or ready-made artwork. What you also don't see is that there is an underlying array system to cater for expansion of future game mechanics. There are even hidden tools built into the game to help in debugging and editing - just hit '-' and '=' to see them.

    So no, I disagree with your generalization of 2-3 hours.

    Not forgetting that artwork, level design, and music - which is being handled by only one person for the entire project. Yours truly. So I hope that would help you understand the constraints I am working under. Thanks.

    EDIT: Before I forget, the backgrounds were done with the help of the GMIC plugin for GIMP. If you are an artist, get your hands on it immediately. It's that good.

    All: Thanks for the feedback so far.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Some minor changes done to the code to take care of the "load level" action.

    Both online and Scirra Arcade versions have been updated.

    Known bugs:

    The game still behaves incorrectly if you run a level without placing any puzzle pieces down. Clicking on the retry button in this case will create some problems. If that happens, click on Fuzzball to return to the level select screen.

    Please do provide feedback.

  • GamesWarp Studio is proud to announce the release of Fuzzball's Fortress on Scirra Arcade. Read more by following the link in the first post of this thread.

    Thank you.

  • GamesWarp Studio is proud to announce the release of Fuzzball Fortress. A limited version of the game is also available on Scirra Arcade (- no screenshots allowed since popup windows are disabled).

    CAVEAT: We are still tidying up the level designs, so mind the mess for now...

    Fuzzball's Fortress is a physic-based puzzle with 24 levels (which can be easily edited using a text editor). In the game, you must defend Fuzzball from a horde of spiked bombs by using polyominoes to build a structure around it.

    <img src="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/945584_285352961600677_1462104796_n.jpg" border="0">

    There are seven polyomino pieces you can pick from:

    * 3 tiles that are the standard staple from Tetris - a 4-tile T-shaped piece, and 2 L-shaped pieces of differing orientations.

    * there's also a huge L-shaped piece made up of 5 tiles.

    * 2 jagged S-shaped pieces made from 5 tiles.

    * and a 6-tile straight piece.

    In the online version, we have decided to be generous and unlocked all 24 levels for you. Pick on any level to play.

    In the game, you select a puzzle piece from the available palette using the LMB (left mouse button). Place the piece down on the grid with the LMB. You can rotate pieces via the RMB. Pieces that have been placed on the grid can be removed by simply clicking on them with the LMB.

    Click on the Play button to begin the barrage of spiked bombs. If Fuzzball survives, you win that level.

    Click on Fuzzball anytime to return to the level select screen. Do remember to click on the camera icon to take a screenshot of your solutions (or of any funny moment - especially when your fortress collapses from the onslaught of spiked bombs). Send all screenshots to https://www.facebook.com/FuzzballsFortress. We will be posting some of our solutions there.

    Enjoy!

  • cklester: That would be for another game - Belter 2198. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Patriick: You can now move three clods of green dirt onto each other to get a Ladder

    Here is the construction chain.

    Dirt + Dirt = Food

    Dirt + Food = Ladder

    As before, Ladders cannot be moved around. So, make sure you place them when you absolutely need them.

    <img src="http://gameswarp.com/studio/wp-content/uploads/2013/05/ladders.jpg" border="0" />

    sved: Hmm... Let me think about that. Hazards... Globs with other behaviors are on my mind, but only in Nurture II.

  • Well, I thought of that too... but put it off as the Globs have no animation to make them hop up a tile.

    Help me brainstorm here:

    I will allow the player to create ladders - that I can draw. This way, the Globs can climb up/down and all around the entire level.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    Let the ideas keep coming in...