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  • Exactly!

  • Indeed - I was just commenting on the first impressions - since most of what you said is not in any way communicated by the game itself. If all the things can be tapped, etc - it's obviously quite different from mousing around.

    As for the rubber band behaviour - it would just add a very nice looking natural rubber effect to the band.

  • Certain things struck me as strange:

    The levels are VERY different on each new start - sometimes the screen is nearly filled with bricks and other times there's like 10 of them.

    You can basically freely control the ball when it's below that bottom line - thus avoiding the baddies, if you wanted to.

    At times there are loads of baddies with basically 0 chance to avoid them.

    The start screen is music is MUCH louder than the one in-game - so you adjust for in-game and then BOOM! menu music.

    Also the gameplay is a little confusing - some bricks drop slow and you can keep on hitting them, some are semi-transparent, sometimes a light orb drops, etc. Perhaps some quick guide screen could help.

    Additonally I feel like you could use this and make that bungie feel AMAZING:

  • Possibly has to do with very strict SD card access limitations in KitKat. You basically need root and patch some things to freely work with an SD card, otherwise it's all walled in - if I'm not mistaken you can only access a subfolder named after your app in a specific location.

  • Are you talking about this, or something else?

    [attachment=0:1ky2gf5a][/attachment:1ky2gf5a]

  • Another update.

    Thanks to the new HSB color system we can push the brightness independently from saturation, which means rough flat colors:

    It only works at top brightness and, certainly, isn't a proper flat part solution, but gives a little more to work with. Also the GIF shows off the selection described in the previous post quite nicely.

    I'm still trying to make it for a "this week" update, but undo just got broken somehow and there's still plenty of parts to (re)make. But it looks hopeful.

  • Thanks for that chart, Colludium, Was getting confusing with the diverging statements. dt is still our safe haven for consistent results it seems.

  • Also Somebody Battletoads? pshaw, in my day we had someone's older brother's copy of Citadel on the BBC Micro and we were happy dammit

    Well, I am in Eastern Europe so all the cool stuff from "abroad" used to come over about 10 years late. When you guys were starting to get bored with SNES and Genesis cheap NES knockoffs were still king here

    Do you guys have any suggestions or ideas on how I could make the gameplay more interesting? I was kinda hoping I could get away with a no-violence game though xP, But I'm 100% sure there must a thousand ways I could improve what I have here

    As lolpaca mentioned - new abilities are neat - even if it's a little stronger magnet to make collecting those orbs easier. Also, perhaps I just didn't play long enough but not enough mining was seen - perhaps have some part of scenery that can be mined - something could give it away, like slight shimmer of light from the orbs inside or such.

    I can appreciate a non-violent game idea, but cannot really enjoy it (heh). BUT - you could make that optional - make branching paths within a level where in one path is slow and steady mining, but in the other - space pirates and combat - both give you about the same rewards, but with different gameplay. And once you pick a path the other gets locked out (maybe add a secret way fro smart players to get both).

    There's room for all sorts of upgrades, like a radar (shows goodies/enemies on map or on screen), better mining equipment, better weapons, etc.

  • Very cool update, linking to several objects is just great - see plenty of usage scenarios there. May be a little bit until I get to try it in a real gameplay scenario, but will surely comment then.

    Thanks again for a great plugin!

  • hazneliel - this is awesome!

    But I think I found a possible bug? If I add it as a family behaviour and try to change the repeat count using a variable like this:

    Then this happens:

    Any ideas?

    I also took the liberty of assembling a c2addon file for your behaviour for easier installation

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  • JamesXXXYZ

    Mirroring would basically involve adding an extra parameter for each shape, something like (MirroredWith) that stores the UID of the other shape.

    That is quite easy (and only breaks the save file one more time I guess). The awkward part comes when we go into situations simpler than "Shape A is on the left, user moved it right". What happens if both shapes are selected? Do we somehow mark mirrored shapes, which one is the main one, etc.

    Like I said I have an idea of how to do it, without any tricks, but just need to sort out the basics first.

    Your manual system is more difficult because of storage. Rohound did this part for you?

    Not sure what you mean here? I'm using R0J0's excellent paster plugin and modified his outline FX, but he hasn't done any code or such for this project.

  • It's all a guessing game from here, why don't you share the capx?

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Somebody

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