Savvy001's Recent Forum Activity

  • Somebody

    Thats good feedback.

    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.

    The levels are Procedural generated, meaning that the point is not: first level less brick last level all bricks.

    The game's focus is on reaching the highest level u can before eventualy its game over. (there are infinite levelups)

    Trying to get the best score of all players is what its about.

    [quote:1zpm62qm]You can basically freely control the ball when it's below that bottom line - thus avoiding the baddies, if you wanted to.

    That line is the bungy cord and its purpose is to propel the ball upwards on release.

    The fact that u can avoid "baddies" when below the line is not a problem.

    [quote:1zpm62qm]At times there are loads of baddies with basically 0 chance to avoid them.

    All things ingame that come down are "touch to destory" able.

    So badies/rings/blocks are only gone on touch, that is the fun about the gameplay. (i'l show that in a video tomorrow)

    Baddies are not meant to be avoided but are meant to be destroyed.

    Destroying a brick on touch avoids a baddie to be spawned.

    [quote:1zpm62qm]The start screen is music is MUCH louder than the one in-game - so you adjust for in-game and then BOOM! menu music.

    I'l fix that, thank u!

    [quote:1zpm62qm]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.

    As said: all things ingame that come down are "touch to destory" able.

    The ball only brings the bricks down after a few hits, but the u need to touch the bricks to destroy them.

    Why some are fast and some are slow is to endulge the fun factor of trying to touch them, but not always achieving the touch.

    The guide screen is a good idea, explaining the gameplay would have given u a better first play.

    [quote:1zpm62qm]Additonally I feel like you could use this and make that bungie feel AMAZING:

    I looked at them, but there is nothing wrong with the bungee as it is.

    In general to reflect on your suggestions (which do help me very much).

    I think this game needs a gameplay video showing the game played on touch screen.

    I understand that all will fall in place once people see how it is meant to be played.

    (the children of my girlfriend are killer at this game)

    So its not that i do not understand where you are coming from with the feedback.

    Your feedback is like 1 + 1 = playing the game without gameplay guide

    So thank u for that, because now i will make a video and guide tomorow.

    Awesome!

  • Great!!

  • [attachment=0:1qpackw5][/attachment:1qpackw5]

    Updated!

    Play:

    http://www.pileofcrab.com/Apps/BungeeBall/index.html

    Hope u have some feedback.

    How to play = in game

    Gameplay video coming later today.

    Thank u for the feedback so far!

    More is welcome

    Details:

    Arkanoid blocks

    Tetris level ups

    Angrybirds ball slinging

    Braid last resort retry

    Blend blend blend ----> BUNGEE BALL!!!

    Online scoreboard in game and on website http://pileofcrab.com/

    Special thanks go to rojohound for his bungee example & rexrainbow for his Undo/Redo plugin

  • rexrainbow

    That simple

    Nice!!

    Here is what i used the plugin for.

    Thank u very much for the plugin and the support.

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  • Nice!!

    Added

  • rexrainbow

    That is exactly it.

    Great sample.

    Is there a way to set a limit so only the last (amount) steps get saved each time?

    I want the players only to be able to go 10 steps back in time.

  • rexrainbow

    Can i use undo/redo plugin for total gamestate?

    Rewinding the gameplay, then continue.

    If so, how would it need to be set up?

  • alextro

    Wow, thats a good example!

    Thank u very much!

  • Thanx Somebody

    Its working now.

    I made a counter that ads up to the amount of waypoints (looping).

    Using that counter i was able to pick the waypoints counting from 0 to the last.

    Then i set the distance and angle of the line to the position (also stored in a variable) from the previous picked waypoint.

    Now when i erase one waypoint all lines correct themselves automaticly to the new route.

  • SomeBody

    I understand, but the problem is setting the angle and distance to the next instance.

    I cant pick them?

  • Hi all

    Cant figure it out.

    I have waypoints in my game (instances) and i want to draw a line between them going from first instance to last instance.

    Any help is welcome!

    Kind Regards.

    Savvy001

  • Ok thanx!

Savvy001's avatar

Savvy001

Member since 22 Jan, 2012

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