cioclod's Recent Forum Activity

  • Tried the game and it is very well made with good looking art But I didn't have any sounds on my Samsung Galaxy Note 3 and the status bar was not hidden. Did you use crosswalk?

    And as said before, set a condition "is not overlapping" when spawning the saw wheels so they don't spawn on each other

    Hey, thanks for the feedback and for playing the game

    Yeah, I built it with crosswarlk, it's strange that the status bar was showing. Maybe it's because you just got an achievement?

  • I developed and shipped to the Play Store in under 5 hours (without today's update that let's you choose from 12 balls).

    Here's the breakdown of the things done:

    • Put on paper the basic idea and look
    • Created the game layout in Photoshop
    • Created all the assets (platforms, ball, background, title screen, crown pickups)
    • Animated the assets in After Effects
    • Put everything together in C2 and created the gameplay and logic
    • Implemented Google Play leaderboards and achievements
    • Waste almost an hour on a stupid syncronization bug (different framerates = different restuls - was not using delta time)
    • Choose appropriate music and sounds and plug them in
    • Create all the promotional materials (screenshots, mockups, icons, etc)
    • Publish on Google Play

    About the game:

    ZigZag Ball is a simple one-tap game where you have to keep the little ball on the moving platforms while collecting "crowns" and increasing your score. The gameplay mechanics are simple, but surprisingly a lot of fun and makes you want to "try again and again" as some of my friends put it. With the aesthetics I tried to follow a similar style to Monument Valley. While not even getting close to that level of quality and talent, I still believe the game looks quite nice and clean. You can also, as of today's update, collect and spend crowns in order to change the appearance of the ball.

    Google Play Link:

    https://play.google.com/store/apps/details?id=com.ovgames.dumbball

    Screenshots:

    I would really love to hear your feedback on:

    Performance

    On a scale of 1 to 10 how fun do you believe it is

    Is it too hard or too easy for you?

    What would you improve?

    Thank you for reading!

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  • You might try int(WebStorage.LocalValue("crowns")) + 1

    Haha, you typed the answer as I was editing my post that I solved it. Thank you anyway

  • EDIT: SOLVED - check below

    I need to update the web storage local key with +1 when the player collides with an object.

    So basically I want this:

    On collision > WebStorage - Set local key "crowns" to WebStorage.LocalValue("crowns")+1

    Problem is, when I add the "+1" it says "type mismatch".

    I'm sure there's a bit of code that i need to add before of after.

    Solution: I just updated the code to int(WebStorage.LocalValue("crowns"))+1

  • So, after playing around with AdMob and they incredibly low eCPM (under $0.20) I've decided to go with unity ads.

    They offer interstitial videos and such. The problem is that I haven't found any documentation on how to do this for construct2.

    Is there a documentation or someone who succesfuly implemented unity ads in a C2 game?

  • This isn't the right place to use "Trigger once" -- distance traveled won't magically reset after your bullet goes 50 pixels, so the condition is true and remains true, thus trigger once runs exactly once, as designed.

    What I'd recommend is to give your block an instance variable, called "spawnCount", perhaps. Then do something like this:

    Thank you very much, this worked

  • So, I have this logic (check the attached screenshot)

    When the "block's" travel distance is >50 then it triggers once to spawn another "block".

    Problem is, after it spawns 1 block it doesn't continue to spawn.

    What I want is to have the "block" spawn another "block" EVERYTIME the "block" traveled 50.

    [attachment=0:1j2kikl3][/attachment:1j2kikl3]

  • Can you upload a browser version.

    I will in the next days

  • Really cool game and great fun with simple mechanics. Just rated it 5 stars on the play store

  • Wow, I'm stunned on how great this looks and how professional it is. It's amazing to see what a single guy can do.

    Just one question. Is the game entirely done in construct 2?

  • Nice game. Simple and fun. It's lagging on my Xperia L, but it's a weak smartphone, so you should be fine about it I guess. Also, those wheels (I forgot the name) are spawning one above another.

    Could I ask you how did you make the loader layout? Because mine just appear after ages, when the game is already fully loaded so it doesn't make any difference.

    Firstly, thanks for downloading the game. Really appreciate it

    1) It's not your phone's fault. I did some poor optimization on images and they were hogging up the memory on phones (around 200mb). I made a lot of performance improvements in the last update and it should really smooth now.

    2) Check the attached screenshot on how I made it.

  • The gameplay mechanics are simple: Tap to make the miner jump from one rail to the other while avoiding the gears along the way. Initially I wanted to make an 'endless' game but decided along that in development, because there are tons of endless games out there, to instead create a game with a real end and not just a score race.

    Basically, the game is one huge streamed level that you must progress through to reach the bottom and see what lies there with change in scenery, graphics and a few 'hidden' easter eggs along the way.

    Here's the Google Play Link

    Or QR code if you're not reading from your phone:

    This is my first game, and since I had absolutely no programming or gamedev experience in the past, it was a real challenge for me (even tough the game mechanics are simple), but it was a really fun ride and I gained a lot of knowledge along the way.

    I mainly created it in order to learn and to make the 'foundation' for future games and ideas that I have planned.

    I would really love to hear your feedback and criticism especially on:

    • Is it too hard or too easy?
    • How is the performance (especially when the bottom ad is loaded. If it causes performance issues I might remove the ad entirely)
    • Do you believe the ads are too intrusive and if so, would you rather have them show up less (like once every 5 game plays) or pay a few cents to remove the ads entirely?
    • On a scale of 1-10 how 'fun' did you think it is?
    • Any improvements that you would like to see.
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cioclod

Member since 20 Jan, 2015

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