punkineo's Forum Posts

  • I just tried this out and, you weren't kidding, it's very difficult. I like the simple, easy concept but it might get too frustrating except for the really dedicated players. Which is probably fine as that's the target demographic you're looking to, I'm sure.

  • Oh that kind of a border! I see what you mean now. I like what came up with better, then.

  • I wondered this early on, too. I don't believe it has a border property to set for text. One idea is to create a sprite that matches the size of your text-box, then pin your text-box to that sprite. And if the sprite's inner part is transparent but there's a small-ish outer part, it could serve as a border for your text.

  • I downloaded this and tried it on my Nexus 7 and it worked flawlessly, I would say. It was very easy and fast to jump in and out of various menus, or head directly to playing the game. Restarting the game, after failing, was also super-easy. The game itself was a bit confusing to me but it's probably because I didn't take too much time to learn what to do. I did check out the help section, but then eventually just ended up pressing one location until I died and had to restart.

    It reminded me a bit of that countdown timer on the Predator's arm as the symbols and rules were a bit too cryptic and I wasn't sure what to do. Still, if you made this in a week, that's incredible. I really liked how you did the transparent layers for sliding up to play or right to access the help menu.

  • Wow, that is a cool link, thanks for posting that. I can see creating something like for a snow-globe scene in a kids game or related. I'm sorry, I'm not any help as to your question, but I'm chiming in in case someone else knows the answer.

  • I haven't played this yet, but it looks graphically very cool. I'm not sure why you chose Stoorn as the name; maybe that makes sense as you get to play the game more. I'd pick something like "Circular" or "Bounded" or something to convey a circle-like play experience. Congrats on publishing your first game! I'm looking to do likewise pretty soon. Also good to hear that cocoonjs worked well for you.

  • Holy moly! I've always wondered this and now it makes complete sense to just create a dummy layout for just the objects/images. This is one of those "this changes everything" moments for me.

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  • If I could star this post and response, I would. But I just wanted to reply so I know where to look when I get to this point with my apps as well. Thanks for the details with both the post and the answer!

  • Thank you caiorosisca and Joskin for your replies on this! This makes much more sense to me, I appreciate you explaining it out in an example like this.

  • I see various tutorials for functions but they seem a bit beyond my reach for understanding how to add my own parameters to a function.

    For example, I'd like to be able to create a text object and set its text to whatever I want by using a function like this:

    Function SetText("Hello World",0,5)

    So "Hello World" is Parameter(0), x-coord is Parameter(1), and y-coord is Parameter(2). But when I've created functions for use in my game I don't know how to go about doing the parameter parts. My functions just end up being "do this, now do that" routines instead of "do [this], now do [that]" which is what I'd like to do instead.

    I hope this makes sense.

  • This was a great start to your blog series on game design. I liked the way you structured your topics and iterated through them with more details. A possible new entry would be determining how much time to spend on projects, before moving on from them or publishing them for consumption.

  • That ... would be awesome. I can add new questions and answers with ease but the game follows the same pattern each time you play for now. I wanted each player to be on an even playing field, so to speak, when they play a round.

  • Diction

    I've created a type of word game where the objective is to select the right word sounds that complete the clues given in each level.

    It's a pretty easy game, lasting no longer than 5 or so minutes. There are about 40 levels right now with the score tied to how long you take during each level plus bonus points assigned based on how many correct answers you manage to get in succession. I made this to be very modular so it's incredibly easy to add more levels and flush it out even more, depending on interest from anyone.

    I still need to work on saving the high-scores and I don't have any menu settings in the game yet, just start up and off you go. The download size is about 1mb now, though I can't see this going beyond 2mb by the time I'm ready to release it (hopefully) later this month.

    I started work on this right after I got C2, so it's been in development for about 3 weeks or so. I went through some prototypes where I was creating new versions of the same sprite object before realizing I could just clone my way out of everything for every level. The MoveTo plugin is used quite extensively for all movements of the onscreen blocks to give it a sense of action.

    I've attached some screenshots of how it looks now--it's very simple. Probably too simple, but I needed to start really small and just go from there with the concept. I welcome any comments or suggestions.

  • So, how do you all know when to stop for your game and just bite the bullet and release it already?

    Sure, we probably have an idea of what the fundamentals should be, but then I'll see cool ideas from different games and think, "Hmm, I should probably have that in my game, too." I have a simple HUD that shows the level and current score, but then I see a HUD which includes both of those and the hi-score. Now I think, great, I need to go through all my layouts and adjust level & score text sizes so I can add the hi-score. Even this last part isn't too bad as I can wrap that up in a Function for "LoadSettings" or something and take care of the resizing, etc.

    But ... as you make your games, are you continually struggling (like me) to just stop and push it out to the various platforms? I started with the idea of 25 levels (it's an easy game), but then thought I'd better add more since it's pretty short. Then I say, "Ooh, I should probably spruce the graphics up a bit" or "I should think about putting in a pause button or menu layout or level select layout, etc."

    I think I realize that some gameplay elements can be reserved for updates down the road when you have more time to devote to adding them in. At the same time, I tend to think my game is incomplete unless it has a certain number of these elements already baked in.

  • This looks pretty dang cool and I never got on the flappy birds craze. Also, I appreciate your comments on CocoonJS Premium for the overall creation--I'm getting close to starting this part for my game. I downloaded your game and will check it out later this week.