procrastinator's Forum Posts

  • bsimser thanks for testing! Good to know another device is on the good list hahah The main reason it's 480x320 was so it basically worked for more devices, as I'd read that's the best resolution for pixelled style games, and it seemed good enough to get what I needed on screen at once. Not sure if that applies nowadays or not. I'm very new to actual mobile dev but you know how it is, you read articles and store some of that info but nothing beats practical experience. I'll mess about with widescreen at some point then, 'cause when testing it on my samsung using cocoonjs launcher, there's a huge white bar on the right side (you can even see the offscreen enemies being created there so I think I f*cked up somewhere ;p).. dunno why there isn't 2 black bars either side but I've grown used to it anyway.

    Also, as far as increasing the difficulty, it does actually increase but not sure it's enough. On my PC it's almost like it's not increasing.. seems pretty easy, but on the samsung it does get hard very fast.. guess there's timing issues to sort. Good idea about the fences. tbh I did those first and was too busy "introducing" the enemies gradually that I didn't even give those a second thought. Something always seemed off to me but never could figure out what while too busy tweaking enemies etc. Maybe it was the fences!

    In the very beginning it was very hard. You'd be lucky to get 3 points, but I guess I tweaked too much somewhere. I've added a new feature to the points system, and testing that out atm before I release the update. If it works, then people will have to have good reflexes for hiscores ;p but nothing like 3 points hiscores "hard". Although it'd be quite easy (but not sure if it'd be fun) to make that new system hard enough where people can barely get 5 points hahah

    As for the Flappy Bird reference. I'm not offended so don't worry. tbh if it wasn't for Flappy Bird I wouldn't have come up with this. I've never been a "simple game" designer. Always had tonnes of ideas to throw in prototypes. I'd start simple then throw in powerups, upgrades, shops, story etc etc and seeing Flappy Bird, made me step back and try to think with a KISS mindset (which was HARD for me ;p).. and Sheepish was born. I'm still fighting with myself to stop adding all these grand ideas to it..

    newt haha I find it easy ;p but not as easy as your game.. which reminds me.. will try shortly.. gotta eat according to my rumbling gut! Thanks for trying!

  • I tried again today, seems it was probably lag from loading from the first time - I only tried the once. Tried again today and it's just slow and jerky. Probably running at 20fps or something. Should add FPS debug text to check that but it's low priority for me since it works on my samsung smoothly ;p

    As for ScrollX suggestion.. I'm not actually scrolling through the layout (layout is 480x320). I'm creating the illusion of scrolling by creating the objects just offscreen and using the bullet behaviour to move them across the layout

  • You've mastered it! Will give it another go tomorrow when I'm not so tired. I'll blame my tiredness for my suckiness

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  • Glad you sorted it! Nothing worse than something like that to eat up your time. Thanks for the permission... finally! haha

  • The reason he's being destroyed is because he's constantly overlapping the DAMAGE sprite, so all those events will keep executing until finally, the player runs out of HP and is destroyed. Add a new condition to the overlap event - SYSTEM -> TRIGGER ONCE WHILE TRUE

    5. IF PLAYER OVERLAPS DAMAGE

    +TRIGGER ONCE WHILE TRUE

    - takingdamage = 0 then takingdamage = 1

    I think I've read your question right. Soz if not, I haven't been to bed in over 40 hours ;p

  • ffman22 ahhh I think it's your avatar I remember then. But the game does look familiar. One month ago you say? Damn man. I've lost track of time then..

  • I can see kids loving this. I pity the parents though ;p

  • As always, the art style is awesome man!

  • Glad you liked haha yeah I didn't feel like animating that one due to immense laziness, and lack of skills really, but I think it turned out better than any animation I could've done, and done in a fraction of the time!

    I hate the fence death sequence. The idea sounded good, but in reality, it's just boring and doesn't fit in with the slight gory style of the others. I'll be changing that in the next update! Still got the bee death sequence to finish.. as you'll have noticed if you died from a bee collision, it just hovers around the player randomly. That's half done. I'm back and forth between a couple of ideas. The obvious one is to sting the player. Then player blows up like a balloon.. *pop*

  • Naji, I do all of my own artwork but thanks anyway man. Very generous of you to release a bundle like that. Hopefully someone makes use of it!

  • I love these kinda games. I was working on a very similar one a year or so ago called Battle Golf.. was gonna have a Worms style play to it with multiplayer etc etc. Not sure why I abandoned that one actually. Pretty sure mine had the exact same mechanics. Don't worry, I'm not saying you copied me.. that would be impossible since I never released mine haha

    Was just a weird feeling to see this. It just took me right back to when I was working on mine.

    Hope you keep working on this!

  • Looking good! Has potential for sure. Yeah the touch stick is neat.

  • Lovely art style. The backgrounds remind me of the old Roadrunner cartoons for some reason...

  • I was about to moan about the controls being a bit unresponsive, then remembered it's called Fatty Bird, so yeah.. the more the bird eats, the fatter he gets, so yeah he's gonna get "heavier"! duh to me.

    A minor suggestion.. I'd animate the flapping much faster.. probably 3x faster. Cute art style btw

  • Nice! I like the concept. And yeah, it's damn hard!