Windwalker's Forum Posts

  • I think you have all the basics going. If you are seeking game variety you can use the board itself to introduce new mechanics like traps that bind the players, special squares that make the players safe... or add mines which may also be built an be invisible... or npc monsters that move around randomly hurting players...

    But I think the more basic such games the better. Sometimes when you create such simple mechanics the replay variety blooms up. Though you could create some kind of scoring system and keep them in a server, and try to appeal to the competitionary feelings of people. Like a facebook game for example.

  • I think, if you use arrays, and objects made up of tilemaps, you can achieve this.

    I can't tell how to code it but the idea I have in mind is... Lets make it by your example. You will make shapes by using tilemap objects, and you will represent your "hole" with an array. Imagine below

    Array:

    1 1 1 1 1 1 1 1 1 1

    1 1 0 0 0 0 0 0 1 1

    1 1 0 0 0 0 0 0 1 1

    1 1 0 0 0 0 0 0 1 1

    1 1 0 0 0 0 0 0 1 1

    1 1 0 0 0 0 0 0 1 1

    1 1 1 1 1 1 1 1 1 1

    then you have shapes made up of tilemaps, and also represented by arrays as well. Imagine a triangle shape which is represented by:

    1 1 1 1 1 1

    1 1 1 1 1 0

    1 1 1 1 0 0

    1 1 1 0 0 0

    1 1 0 0 0 0

    1 0 0 0 0 0

    When you place it, you get the coordinates, translate them into array adresses, and add each adress over the first one. If anywhere it becomes a 2, it means the shape is not passing through the hole.

    If not, object is placed. Then you place the second object which is also triangle, but you can rotate it. You will have to go into matrix coding or sth like that to rotate the arrays, probably by writing functions to do so. Same applies for the second object, place it, adress it on the array, chech for 2's. If not, second shape also fits. After all shapes placed, check for any remaining 0's inthe main array to see if the hole was closed completely.

    I don't know if I could describe it, but it just what came on top of my head.

    Hope it helps.

  • Can't catch any fish in the second run. But I really loved the gameplay. Simple but some very nice touches. I think if you could work with a professional graphics designer and added sounds this game could shine. And don't worry, 10 megs is not big. You can go all the way to 35 mb. Regarding graphics, there are some methods to make them take smaller place as well. Search the forums and you shall fish the answers out.

  • This is incredible and can be quite useful, thanks for sharing.

  • I think it's great. I loved the story, just maybe, pressing mouse button could make it go faster. And as Fraktal says, an indication that says it ended.

    Gameplay is nice, wonderfull even. Very little but nice touches all around. Definately love it and would like to see more. Music, graphics, mechanics everything just fits and polished. Well done.

  • It's very... seperate... from the usual games in almost every way.

    Such a thing is very hard to "polish" as you say because any touch has the risk of damaging what the game is built on: surreality. It is the bridge that player builds in their minds to connect the games abstract presentation into an unorthodox yet comprehensible story and/or achievement.

    My initial thought was that more animations were needed on the player character. But later, everything that we interact were so stiff that animating just the player would make it worse. Adding animations to everything else is not a better choice either. Besides, due the "experimental" nature of the graphics representing entities, animating them would be difficult and the game would get even larger.

    Then I though maybe you should add some text, helping the player understand what is going on but when I was defeated by the blood crying golden egypt figure, I defeated the idea as well. I found myself wondering "what the hell was that? I couldn't do anything? Maybe I should have gone to somewhere else first? To find a weapon or sth? Hitting it sure didn't help..." And I liked the thought process. I would normally get frustrated in this situation but in the context of this game, it was a better result.

    I think, you should find a way to make players "not give up" on the game whether because they died to something they couldn't understand or they found the game too abstract. This is the only thing between the probable final version and this one I think. I will be watching this game, it's out of the ordinary in every aspect; but don't expect very high praise. Gamers are generally a practical lot with lots of learned habits and subconscious preferences. It will be a challenge for you. But I think you know all this very well.

    Hope you find the perfect imbalance.

  • This is pretty awesomely small and fun!

  • Alexixiv Cool movement mechanic, nice little touches. I loved the stopping thrusters. It inspired me even! What are you going to build on top of this?

  • Real cool! I hoped I could use it for Dungeon Mastering but the dragons I came up with were all a little bit too cute for it. Nice job, though.

  • It's real good idea, love it.

  • I think it has to do with cocoonjs version. 2.00 do not work, you need 1.4.7 or sth like that. Search the forums, there are tons of posts about this subject.

  • I can't understand how to play this? Could you please explain?

  • My advice is:

    Give your object an instance variable called "picked"

    While dragging, set it to 1.

    Then

    Conditions: every tick, object dragging = 1

    Action: object set X= clamp (self.x, leftborder, rightborder)

    Action: object set Y= clamp (self.y, upborder, bottomborder)

    Obviously, use the coordinates you want to limit in leftborder, rightborder etc. I think this should work, not sure though, don't have c2 under my hand atm.

    Clamp function limits a given value between the next two values you give, so I think this will be ok.

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  • Can you tell what your game is about? It just asks for an e-mail adress and nothing else happens. It just says it's cool. Is this your game? Do you send something to the e-mail adress because I never received anything? Naturally I thought this was a phishing attempt? How are we supposed to know what your game is doing with our e-mail adress, the text below did not exist when I tried it first. Please forgive if I accuse you falsely, but I was really frustrated and felt tricked. Maybe paranoia on my behalf, maybe bad design (or yet still trolling) on your behalf.

  • You are just phishing for e-mail adresses so you can deliver them to list owners in return for profit!? By inventing a curious name and a fake concept art made in 5 minutes? Becuase you ask for e-mail adress and then nothing happens, except it says "Cool." Not cool, bro; not cool.