Vallar's Forum Posts

  • I checked out your game and I have to say there is a game in there, but it needs a lot of polish. Here is my feedback in no particular order:

    1- Start by increasing the canvas size. Not everyone can see everything at this tiny size.

    2- The mechanics of picking up stuff while making sure you don't get hit is alright.

    3- You didn't give me any incentive to actually click on the bombs to destroy them before they land as you mentioned. I started the game and was about to do exactly as you mentioned but decided against it. So I went throughout the game till I got a score of 2048 and I stopped there. This game is way more easy than it should be. There is not even a need to destroy the bombs before they land. Which brings the below point:

    4- If you are going to ask the player to do something give them a reason to do it beyond the "I said so" kind of thing. Make it that if they didn't destroy the bomb before landing it would kill them or something.

    5- I am guessing this game is about who gets the high score thing? If that is true, then you need to make it challenging for me to get a high score so people can boast about it. Make the things fall down faster. Make the coins disappear faster, etc... either base it on luck (I recommend against it) or base it on skill.

    6- I am going to assume that the graphics and music are both placeholders. So I am not going to mention anything regarding that part.

    7- The bar on the left side that keeps on filling. What the use or point of it being there? I didn't feel there is any difference of it being there or not at all. So you may want to either give it a use or accentuate its current function.

    8- I'd implement a retry button rather than sending the player to the main menu so he can play again. Saving the player as many clicks as possible is a good strategy (while I am not a fan of the person, but there is a reason why Steve Jobs had a restriction when developing iOS that you can get to any thing on your phone in 3 taps or less).

    All in all, there is potential here and this could be a really fun game but as mentioned it still needs a lot polish. With time and effort I believe there is something that can come out of it.

    Good luck!

  • I have checked out your idea. It is a good start in my opinion and quite an innovative way to do this.

    Though one could think about it from another perspective... not every HR person is a gamer or tend to like games. So you might find people hating something like that. Also some may find the platforms annoying and intrusive to the text (I understand you positioned them carefully around the text, but they do feel awkward when reading).

    I am not sure if this the final thing or not, but there are a few collision problems when I reached the second page (the on on the right).

    Not sure if your questions regarding the way you change between pages is a technical problem or you want suggestions in terms of design/gameplay. But if it is technical you can use the "Go To Layout" in System to change between layouts (and place each page on a separate layout/level).

    If it is design however, there are many ways. You have have a switch placed at the end of the first page (level) when pressed it changes the layout (perhaps make it as if the sprite leaves through a hidden door and appears in the second level from another hidden door).

    I actually had an idea while typing this post. Why not make it more like a TD game? So the whole page is there with let's say 2-4 buttons up top. The reader can read all they want and scroll through the page. But they have the option to place towers at specific points on the layout where they would shoot the paper and destroy it for example?

    All in all though, I really love the idea of having your C.V. as a game. Specially when people started using infographics to create their own (or interactive websites).

    Good luck

  • I don't know much about the subject itself.

    However, I found pcmag.com/article2/0,2817,2424725,00.asp this. While it is an old article, you can check out the general information of how they compare things and read the comments then use that information to apply to current companies?

  • Oh, I always forgot about these two things >.< thank you very much, that really did it

  • Why not use somthing like GameJolt? Perhaps create your own website and have a link that points to Gamejolt directly.

    Or if you are into donations and such you can use itch.io?

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  • Hello guys,

    I have made a setup where a character I have in my game has 4 types of animations dependent on damage taken. So at 3/4 of HP it will be an animation and at 1/2 will play another and so on. However, what I wanted is that when these animations end they play the default animation of that character. Think of it like any game when you hit a character it staggers a bit then goes back to its normal animation.

    I had my action as follows:

    Events:

    Character's HP is =< 15 and Character's HP is > 10 then Play animation 3/4 from beginning.

    On finished 3/4 then Play animation default from beginning

    Character's HP is =< 10 and Character's HP is > 5 then Play animation 1/2 from beginning.

    On finished 1/2 then Play animation default from beginning

    There are two problems with the above... first when the "Character's HP is =< 15 and Character's HP is > 10 then Play animation 3/4 from beginning." or any similar event is triggered the animation loops (even when the settings for the animation has loop as No" second the On Finished event never happens for some reason.

    I tried putting them at the same level as seen above (both the On Finished event and the special condition animation events). It produced the same problems. Then I thought I'd nest the On Finished event as a subevent under the special condition animation's event. Same problems occurred.

    Can anyone please point out what I am doing wrong? I have loops off. The conditions aren't part of a loop and certainly they aren't part of an Every Tick event or something similar.

    As always, thank you very much in advance

    Vallar

  • Thank you very much. I thought you meant tutorials so I have been looking in there not the plugins. But I got Rex's Text color one it seems to do what I need.

    Again thank you very much

  • Why not have 2 variables (if you want to identify two objects). One variable is set with a condition that the Mouse On Object Click (sprite you want clicked) and the other would store the UID for the Mouse on Object Click (the line)?

    That way the first variable is only set with objects that are sprites and the second can only be changed by the line types. Would that work?

  • Why not try a System > Pick instance based on UID? Or perhaps an expression?

  • May I ask how? As I read through the effects and it looks like it applies for the whole object rather than just a word in a line of text?

    Is there any tutorials about this, perhaps?

  • Really? That is... well... that is something really basic not to include in the engine...

    Is there anyway around this perhaps then? I did search on the forum for text formatting but I found nothing; no plugin, nothing... I thought it was something really stupid and easy that people never fell where I am now >.<

  • Hey guys,

    So I thought this is going to be one of those simple things and obvious things where I'd search over Google or in the forums and I'd find it. Unfortunately, I was surprised to find out that there is not a single piece of information that helps you format a text you set using events.

    All what I want to do is color a few words in a text I am setting as a conversation for an NPC.

    Here is an example:

    "Hi, Bob, let's go to the mall?"

    So I do an Event like below:

    Keyboard on Key Released (Space): Set Conversation Text to "Hi, Bob, let's go to the mall?"

    Now what I need to do is through that Set Text action to color "mall" or "Bob" for example in red or blue.

    Is there a way to do that?

  • I think I understand what you mean. This "may" help or be relevant to what you want:

    Add the Touch element to your Layout then in the Event sheet:

    On Touched Sprite (Object you touched) > (Object you touched) Spawn Another Object (Line you want to use).

    On Touched Sprite (Line) > Set angle towards position (Line.X, Line.Y).

    This should set the angle of the sprite spawned towards the position of the line as you drag it.

    If you'd like to touch once and then the sprite gets attached to the touch of your finger and move around, I believe you'll need an Every Tick event and a variable.

    There is a .capx file attached for you to take a look at but uses mouse instead of Touch. I believe you'd be able to tailor it to your need.

    Hope that helps.

  • If you'd like to know the exact location of an item, start the game in debug mode, click from the left side list in the browser on the sprite/item you would like to track and you'll find the X and Y position displayed real time so you know where exactly they are.

    That said, it should be fixed where you put them initially on the layout. If not, make sure that you've put them on the correct layer (trust me it happens A LOT). If that is the case, is your HUD layer on top of everything else (common slip up too)?

    Another thing, what happens when you set the HUD layer to the default 100 (or the same speed as the character's layer)?

  • Bump, I am still looking for help regarding this, please.

    Thank you very much in advance.