pyremonk's Forum Posts

  • 14 posts
  • I think this thread is fine here as I'll likely only make minor updates to the game. I'll solicit for feedback from a few other places as well.

    I messed up on how my notifications work and how I was keeping track of the game state. I didn't fully grasp variable scope in Construct and I think I put too many things in the global scope so when I reset the game layout. I've been thinking about how to fix it and it all involves adding a lot of events and a function to manage the variables which makes me worried that I'll introduce a lot of bugs.

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  • Thank you both!

    I'm worried I should have posted this in the WIP/Feedback forum because I really want to get as much feedback as possible and feel that I might have shot myself in the foot by posting in the Completed Creations forum, but I'm happy to see both of your comments this morning.

    Do you all think it would help explain the gameplay better if the instruction page scrolled up as you practice and reset if you fall? The first comment on the arcade page has me wondering if calling this an "endless jumper" implies certain things will happen (like autoscrolling).

    Pandadoor - it's not very clear, but "Float Jump" is one of the achievements you can get when you reach a higher level (leveling in this game is calculated by a combination of how high you go, how many mushrooms you collect, and how many enemies you defeat). Once you have float jump, you can press and hold the jump key to fall slowly. I originally wanted to animate the gnome with a puffy shirt as they fell, but cut it from scope. I had a goal of "releasing" by April 1st. There is a lot that got cut.

  • I added some sound effects and music yesterday.

  • I wasn't sure if I should post this here or in the WIP thread. I'm "feature complete" and I'm not sure if I'm going to do any more updates unless things are terribly broken. I may still put in sound and music.

    https://www.scirra.com/arcade/multiplayer-games/mushroom-high-16098

    This was my first complete game. I learned a lot making it and am thinking of writing up a post-mortem about it all, but for now I'm just excited to have finished it and to put it out there for folks to check out and play.

    Please have a look and let me know your thoughts. I hope you enjoy it. It can be played as a single player game as well, it's just more fun with a friend.

    I'll be starting on my next project soon, but the biggest thing I've learned from making this game is to keep my scope pretty limited and focus on prototyping more than anything else. My next games will not likely be as "complete" as this one. Menus, full graphics, etc. are nice and all, but I'm still figuring things out so they aren't really all that important. However, I had 1 main goal with this game and it was to finish it as complete as possible. Hopefully, I've achieved that.

    Thanks for reading and checking the game out!

    I can't wait!!!

  • Yes! That works even better. Thanks again!

  • I tested with the 9-patch and it doesn't quite feel right. I think I'll go with the 3 image technique. It still allows for some weirdness when stretching the body sprite, but I'll settle for it.

  • Awesome! Thank you!

    I think this will do the trick for what I'm looking for. I'm not sure which one to go with yet, but both work.

    When I've play tested with two-players and P2 tries to place a slug while P1 is jumping and moving the camera/view, the mouse follows the camera and creates a wonky experience for P2 by elongating and changing the angle of the slug they are currently trying to place. This makes trying to save P1 or "catch" them with a slug very difficult. If I use the 9-patch and stick with horizontal placement, it will look good and "fix" that issue. I'll have to test it out. I'm not sure how much I'll miss the ability to rotate.

  • Hi all, I'm trying to figure out how to do the below:

    Step 1: Player clicks and holds to place a slug.

    Step 2 & 3: Player drags back and forth to determine the length of the slug, releases mouse click to make their selection.

    Prototype is here: https://pyremonk.itch.io/mushroomhigh

    I'm thinking of doing this with two sprite assets. One for the head of the slug and another with the body that is as long as the max length possible. Player would click, the head would get placed and the body would only show the tail end of the body asset and then sort of slide out from the head sprite. Is there a way to do spawn the body sprite and mask it under the head sprite even though it is long than the head?

    Right now I have this implemented with a single square sprite, but if I were to make a single sprite for the slug, it will look weird when I shorten and lengthen the sprite. I'm trying to come up with a way to make this pretty.

    Any ideas?

    These are the games that shaped what I look for in games. It's a wide range...

    1. Pac-Man & Asteroids

    2. Cards Against Humanity

    3. ICO

    4. Final Fantasy VI (aka, III in US) & X

    5. Secret of Mana

    6. Star Wars: Rebellion

    7. Beyond Good & Evil

    8. Monopoly

    9. UNO & a good old deck of cards

    10. D&D and various other tabletop games

  • Did you follow any particular tutorials for animating in Spriter? I've had it for awhile and haven't really dug into it.

  • Fun start so far. It even managed to save where I was last when I closed it and returned.

  • I really enjoyed playing this. I played through 2 battles so far, but here are my thoughts (numbers correlate to your question list):

    1. I think it's big enough. It allows for different battle backgrounds which would be fun.

    2. It took me a moment to understand that Reputation was a currency and how much an upgrade cost was even though the amount was right there in my face. I would create a small icon that represents Reputation next to the amount they have to spend and next to the amount of the cost, just so the two numbers tie together visually.

    3. I did at first because it wasn't clear that physical damage was happening. I like seeing the incremental health deplete in a health bar or % score, but that's just my preference.

    4. I didn't pay much attention to the text...

    5. The gameplay was fun. Once the balancing is done, I'm guessing will help too. I'm not a huge fan of having to wait for power meters, but maybe you could add a button to tap/click that helps block lasers or brace for a ramming attack? Just something to add a little strategy during battles.

    6. The color palette, maybe? It depends on what you're going for...

    7. Nothing more than I've stated already.

    Once again, nice work!

  • Hi all, I'm a longtime game dev dabbler. I've had my eye on Construct 2 for awhile, but am primarily a Mac user. I've installed Windows today and this is the 2nd app I've installed since loading up.

    You can see some of my work on my site (http://www.pyremonk.com) and tumblr (http://pyremonk.tumblr.com).

    Looking forward to playing with Construct and making some simple games to share.

  • 14 posts