olafmoriarty's Forum Posts

  • 5 posts
  • Hmm... I'm not quite understanding what you mean by having left and right adjacent (if it wasn't obvious already, English is not my first language). You mean right next to each other? If so, where were you thinking - on the bottom of the layout?

    I guess this is an area where I really need feedback: I don't have any touch gadgets myself (no pad, no tablet, no smartphone), so I'm not too familiar with how people actually hold their tablets. I assumed having left control in the bottom left corner and right control in the bottom right corner would be the most practical thing. That's of course assuming that people hold their gadgets with two hands when playing this kind of game, but I have no idea if that's really true or just something I'm imagining. So I appreciate all feedback on how to improve the touch controls. Or should I, perhaps, rather have the "move bar left" control take up the entire left half of the screen, and "move bar right" take up the right half of the screen? Touch tablets and smartphones is a world I'm very unfamiliar with, so I have a lot to learn.

    Thanks to all of you for kind words about the concept. I first had the idea eight years ago and managed to upload a quick flash game to Newgrounds, but I struggled a lot with making the physics, collisions, ball angles etcetera work properly. With Construct 2, the program does all the most difficult things for me - I love it!

    But yeah, I love the concept myself. I guess you could say that what I'm going for here is "addictive". I hope to be able to drastically improve it over the next couple of months or so, and then launch it as a free web game. The idea is simple, but I love it.

  • Thank you :-)

    Small code update: Realized a pretty huge flaw in my "script": The ball's speed was framerate independent, the bar's speed wasn't. Should be fixed now, I think (if the start screen doesn't say "v0.11", please refresh).

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  • An obvious bug in my code ... When checking LevelSelect > Compare instance variable > level less or equal to HighestLevelUnlocked, you also have to add a second condition to check if that object is currently being clicked or touched. Sorry.

  • I would suggest that you first make a global variable that remembers what is the highest level number unlocked so far. When the player reaches the end of level 1, do a condition check if the current level is the same as the highest level number unlocked, and if it is, increase that number by one, and return to the level selection layout.

    On the level selection layout, exactly how you to this would depend on what visual style you prefer, but let's assume you want to show screenshots of all the levels in the game, and for those that you've unlocked you can click the screenshot to go to that level.

    Create a sprite object called "LevelSelect" or something, and add the screenshots from the game to the different animation frames of that object. Add an instance variable to the object, called "level" or something, and make as many instances of this object as you have levels. Change the animation frames to give all the levels the correct screenshot, and in each of the sprites, set the level variable to a different level number.

    In the level select screen's event sheet, you now need to add two things to make this work:

    • Condition: LevelSelect > Compare instance variable > level less or equal to HighestLevelUnlocked
    • Action: Go to layout (by name) > "Level " & LevelSelect.level

    That makes all the links to levels clickable - the second step is to make all the locked levels LOOK unlocked. I think you can do that using For Each on the LevelSelect object: On start of layout, check if the level instance variable is greater than HighestLevelUnlocked, and if it is, make LevelSelect spawn another object: A big lock, a semi-transparent black square the same size as the screenshot, or whatever you want to use to make the screenshot look locked.

    Or something like that. Haven't tested this, so it may not be bug-free.

  • Greetings all,

    first time poster, first time trying to make a Construct 2 game!

    So, I downloaded this wonderful program last week, have been playing around with it for a few days, and here's what I've come up with so far: An "Arkanoid" clone with a twist ... literally.

    Paranoid 360?: olafsolstrand.no/paranoid360

    (.capx here: olafsolstrand.no/paranoid360/paranoid.capx )

    Clearly, this is still a work in progress, but for now it's good enough to start showing it off to you guys. I appreciate any feedback (yes, even the bad kind).

    INSTRUCTIONS:

    Use arrow keys (or touch controls) to control pad. Left = clockwise, Right = counterclockwise. Break all the blocks and keep the ball from leaving the playfield. Catch falling blocks for bonuses: Red = shoot lasers, blue = longer pad, yellow = faster pad, cyan = get three balls, purple = open a portal to the next level, white = extra life.

    TO DO-LIST:

    • Improve the graphics. Drastically.
    • Make a better-looking title screen and game over screen.
    • Add in-game instructions. Maybe even a few tutorial levels.
    • Find some appropriate background music, and add more sound effects.
    • Add more levels. I currently have thirty (well, fifteen, but all levels have two modes - you'll understand it if you play through to level six), I want to have a hundred.
    • Organize the event sheet to make it less messy. As I was saying, first try.
    • Create a highscore system.
    • Build a level editor.
    • Figure out why that darn offline.appcache doesn't have the correct MIME type.

    Any opinions? Like I said, I'd love to hear them.

  • 5 posts