lokijki's Recent Forum Activity

  • So, I've been messing around with getting a game to run on Ouya. I tried CocoonJS first, and it ran poorly (which I'd expected) but the controller worked fine. I went on to try a Crosswalk build, and it ran much better, but the face buttons on the controller no longer worked. I can still move with the joystick, though.

    Does anyone have any experience with this?

  • Theres a new demo on the GameJolt page with a little bit more gameplay.

    Also, the game is just called "The Weather" for now.

    Link: http://gamejolt.com/freeware/games/plat ... ather/810/

  • Alright, a little bit of news.

    I've started level design, and made some gamplay decisions concerning lightning. I've made the lightning waves on the metal plates independent from the lightning chains for a few reasons. First is that the lightning was somewhat inconsistent, and this led for the lightning waves to be sent out semi-randomly, even when I put the lightning on a set timer. As far as I know, having random variables affect player performance is bad game design, so I set the lightning rods on their own timer from the lightning strikes. I was also getting frequent instances of the last chain of the lightning not hitting the rod, and it didn't look very good. Now the lightning just goes at random intervals and ends when its off-screen.

    The other reason is that the lightning becomes quite eye straining if it happens to frequently. This worked fine in the little demo, when the lightning had a long interval in between each strike, but if the lightning rods were connected to the lightning, if I wanted to have the waves sent out in rapid succession, the lightning would become very annoying very fast.

    I really did like the lightning the way it was, but its really not practical gameplay wise. Though the lightning rods don't make quite as much sense now, it doesn't matter much 'cus its just a game. And I think the actually gameplay will benefit from this in the end.

  • Yeah, them demo's short, I haven't start designing levels yet, really. Just trying to get all the gameplay elements in place first.

  • Just created a line with its start point set at a cloud and the end point set a random point below it, within limits. Then I keep creating them until there within the Y range of the lightning rod, and it sets the end point to that and deletes the chain. It actually works pretty well for lightning, as all the segments of the chain aren't created at exactly the same time, just very close, it gives the effect that its actually striking and not just appearing.

  • Haha, thanks. Although the rain took about 5 minutes to implement and the lightning took a few hours. xP

    I'm planning on making this one much more full featured then my previous games; with basic things like level select screens and saving in between plays and stuff. Very basic, but none of my other games have had those things.

    Also looking into a local multiplayer mode, not just because it'd be fun, but it would actually work with the theme, which you will find out more about when I'm done.

  • Still in pretty early dev, but the basic gameplay is laid out. Just needa start working on levels.

    Tiny-little-small-demo thing is here:

    http://dl.getdropbox.com/u/1335444/weather.exe

    I'll get some screenshots and such up when I have more of the game done.

    BUT: I did want to show off what I did with the lightning in the game, 'cus I'm proud of that. So just check out the demo, and tell me what you think.

  • Alright, well, I got in contact with him an asked him why he didn't contact me about this, heres his reply (in rather broken English):

    Hi.

    Actually, game �Green-gray-world� don�t get many moneys on in-game adv. I earn 16.31$ on in-game adv.

    This is no good that I didn�t get your opinion about port your game on Flash. I has included your name on credits-page, maybe this is can soften your bad reaction.

    So, yeah. He hasn't made a ton of money (Although I've made even less, below $2. ), so I don't really care about that. (Unless he's lying, but I doubt that for some reason.) I think he kinda said he was sorry.

    So I wrote back to him, and I actually want to see if he could turn this into more of an official port, since he did do a pretty good job, despite some glitchy physics in the game. (You can't jump if your pressing against a wall, and a few other small issues I noticed.)

  • This is kinda flattering and depressing at the same time...

    The good: My game was remade in Flash! Here! I didn't link to the actual game because...

    The bad: Whoever did this did not contact me at all, and most of the graphics and level designs are completely unchanged. He's also put up ads in the game, so he's profiting off of my work, I guess. Right now on Kongregate alone the game has over 10,000 plays, while the original has less then 4000 so far.

    He does credit me in the game and the description now, as some people brought it up (although he does not link back to the games page.) I did find a thread back when he was attempting to get sponsored, and it seems as if the credits page where he credited me is not included and theres no mention in the post, here.

    I'm not really sure what to think of this... I don't know if theres anything I can do about it, I've tried to contact the developer on why he didn't contact me about this. I wouldn't have had a problem with him porting my game to flash, and he could've used the original name and kept the original concept. (He replaced the lightning clouds with little doors that say "exit".)

    Obviously I'm new to game development as a whole and this has never happened to me, just wondering if anyone has any advice on what I should do, if I can do anything.

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  • Oops, should've explained that better: The framerate will probably be 60 (that's default) - but you may want to change the 'minimum framerate' setting, which is under 'Advanced' in the same section.

    If you set your minimum framerate to the same as framerate, then the game will slow down when the framerate drops (rather than skipping frames.) This is good for games that need accuracy, because you never miss collision detection due to a skipped frame.

    Alright, thanks. Got it now. I'll try that as soon as I have access to the source file again.

  • Wow, thanks guys. I'm really amazed the game got around as much as it did.

    I think the FPS was set to 60 - I don't have the source with me at the moment but I'll check.

  • Pretty fun.

    Why is it that sometimes springs have a set number of times they bounce, and after that you have to jump again to make the bouncing continue? It doesn't always happen...

    Because of how small the sprites are if theres a minor slowdown in the game it'll sometimes not detect the collision between you and the platform.

    So far all of the complaints about my games have been about the small graphics, so I guess in the future it may be a good idea to use bigger ones.

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lokijki

Member since 28 Jan, 2009

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