sgtwombatstudios's Recent Forum Activity

  • The smash ability could be really cool if you ran with it. Many, many things could be smashable! Walls, trees, rocks, blocks...anything really :) There could be neat little puzzles involving smashing things. I would enjoy that immensely. Can't wait to see what you do.

  • UPDATE #2:

    You can now play at balloonwarsgame.com!

    Two major components to the game have now been included with this update.

    • Targets: Included so far are kites, birds, and cats. Hitting 3 targets allows you to use a power up.
    • Power Ups: Three are available.

    You unlock the power ups by discovering the special objects in the levels.

    Spoiler: Using your water balloons, hit the pool slide to unlock power up #2, and hit the sprinkler to unlock power up #3.

  • I've looked a little more into it, and it seems that it won't be possible through Construct 2. You could have an instructions screen for the parents which explains how to use Guided Access (for iOS6) or some kind of parental controls for other devices. Other than that, there is not much we can do.

  • I'm sorry if this is already covered elsewhere, I couldn't find the answer in the manual or forums. How would I prevent a user from exiting an app on a mobile device? Because of the nature of the app, only the phone's owner will know how to exit the app. Is there a way to lock the device's home button? I have heard of setting a device to kiosk mode, but I didn't know if this was possible through Construct 2, or perhaps editing the build? Any help would be greatly appreciated :)

  • Thank you for checking it out, I'm happy you enjoyed it :) I do like your suggestion of decreasing the score...but I think I might use it for another feature. There will be certain things that you shouldn't hit, for example, like an old lady or police officer, and your score will decrease for hitting them.

  • Thanks for your feedback, those are both great ideas! A special sound when the enemy is hit (instead of the normal splash) would definitely be more satisfying. I think I will leave it as holding down the mouse makes bigger balloons. When I get around to including power ups, the continuous balloons would be great as one of the power ups.

  • UPDATE:

    Wanted to do a quick update on a few new features...

    • Don't read my long previous post! A tutorial is now included on the first level.
    • Clouds! Doesn't affect gameplay, but they are nice to look at :)
    • More object interactions.
    • Expanded options menu.
    • Easier to hit enemies.

    Currently working on visual targeting feature.

  • You can now play at: balloonwarsgame.com

    Hey everyone, Balloon Wars is a game where you battle against the neighborhood, and eventually the world, in a water balloon fight. It's an arcade/action type game with light puzzle solving. It will eventually be released as a mobile app, in addition to an online version. My target audience is elementary school through high school, but I hope that people of all ages will find it entertaining.

    The environment is interactive to a certain extent, and you use your water balloons to interact with it. This is where the puzzle solving comes in; different objects can be used to your advantage to more quickly and easily beat a level. These can be simple discoveries or (in later stages) mini Rube Goldberg type interactions.

    Aside from minor fixes and additions, core missing components as of now are:

    • Interactions: some are already present, but there are many more to come
    • Kid variation: only one type of kid is in the game, he simply wears different shirts :)
    • Stages: 12 levels (one stage) is almost complete, with four more stages to go

    Any thoughts or concerns, likes/dislikes are appreciated! Have fun :)

  • Thanks for the reply. I was thinking of doing something along those lines as a workaround. The problem is that the smaller screen, such as a phone, the smaller the cell size needs to be to work correctly. I'm thinking of having a few copies of the enemies, each with a different cell size. And then depending on what range the screen size falls under, the enemy with the best cell size for that screen will be loaded? I haven't tried it yet, but I'm guessing it will work.

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  • I've searched high and low on the forums for this and couldn't find anything...unless I missed it. How would I change an object's cell size with an event? I see I can get the value such as "Enemy.Pathfinding.CellSize" but I can't seem to figure out how to change it. Any ideas?

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sgtwombatstudios

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