farflamex's Recent Forum Activity

  • I've found Kongregate to be difficult more than once though. The problem here is that I couldn't see any bugs (and still can't), so the only thing I could think of doing is removing it altogether, removing the ads altogether, trying to get it to work on IE then putting it up new. Even so, unless you get a 4-star rating, Kongregate doesn't pay I think.

    I'm trying to think of a way of totally reworking it, but as you say, 8-direction movement is a tough one because it's needed to 'explore' but it doesn't really make for a great shooter style. I was trying to think of a way I could make it something more of a shooter - perhaps every time you go off on a mission or to find asteroids, you have to pass through 30 seconds or so of shoot-em-up .... but then that spoils the damage aspect of the game which is one of the best parts.

    I have tried MarketJs but no response. I think it's just seen as too complicated and not the sort of game with mass appeal.

    And the problem with marketing it myself is I dunno where or how to sell it. I don't enjoy marketing at all so I'm not sure that would work out too well. I was rather hoping it could get some views on various sites and then I could consider a demo but it's hard getting many hits.

    You're right that Board Horde obviously won't fit onto a phone screen, or if it does, it'd be very hard to see what's going on. I've just started messing with phone games and it's hard to get the dimensions right. Zoom would spoil BH a bit, but if the option to zoom in and out was there I think it would work. So you zoom out to see the entire board and then zoom in for moves. It would work but I think that would be quite tricky to program.

    Let us know when there's an update :)

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  • Sadly I've pretty much given up on my space game for now. I don't know what else to do with it. The only real way to get a game noticed I think is to get a spotlight/feature and/or a 5/5 rating. Not sure how to do either of those.

    I'm looking for more places to launch it, but so far it's been a disaster (Kongregate) or just gone unnoticed.

    Thinking about other ideas, either starting fresh with a simple game (something I may struggle with, since I don't personally like simple games) or rewriting it somehow. We'll see, having a rest for now :)

    I'll keep my eye on Board Horde, and good luck with the competition. If you can complete it I think you'll do well.

  • This is looking really good now. The AI makes it really playable and fun and I like the new effects (although I'd still like to see an actual text description of what the effect does, e.g when you pick up a potion, you should get the nice flash effect but also something saying 'Next turn, blah blah', just to make it really clear).

    About the rolling a 6 thing, could you not have it so that if you have no hero, you get a free one and then you just do a roll for him to move him his first move? That way he won't be stuck on the first square and that'll solve that bug.

    I also found a bug that locked the game up. For some reason the AI rolled 4 times and then it just locked. But you may be aware of this anyway.

  • Don't know why but it works now. Something must've been bugged on my PC or something.

  • You should definitely put all of your house logic into a single layout. If the houses are to do different things, you can use another global variable, 'Housenumber' or whatever. Then when you're going through your house layout (which now controls any house), if there's something specific to the house you're currently in, you'd just add..

    'Housenumber = 1' to the event, so that event only triggers when you're inside house 1, but not any other house.

    But then if you have stuff which can happen in ANY house, you can just leave the housrnumber variable out of the event and the event will trigger in all houses.

    You just need to wrap your head around the way these things work. Sometimes it seems easy to do the same piece of logic 10 times, but in reality there's always a way to do that piece of logic once and just add different conditions to ensure it only triggers when it should. Otherwise, things will quickly become very unwieldy.

  • No capx because this happens in new projects.

    Steps to reproduce:

    1. Import any audio file.

    Observed result:

    File loads to the end of the bar, then just stops and locks up. Only way out is to ctrl-alt-del and shut down C2.

    Expected result:

    File to load in?

    Browsers affected:

    No idea, am usually Chrome but I can't actually preview since C2 locks up when loading in the file.

    Operating system & service pack:

    Windows 8. Updated to W8 a few days ago. First time I've tried to import a sound file since then. Old programs which already contain sound files are fine, but I can't import any audio file now.

    Construct 2 version:

    Latest (1.24)?

  • Hi Wink,

    I got my Lumia 620 today and I'm well impressed! Bear in mind I'm new to these things so I guess I'm a little bit easily pleased. Still, it's great fun just playing with Construct and seeing what I can do.

    Some tests. I did a physics object test, just randomly creating rocks which fall down into a pit. On my PC, it can easily fill the entire screen without any slow-down, but on the phone it managed about 20 rocks before it started to struggle, and by about 40 rocks it would be 'unplayable'. Still, I think that's quite good since physics objects are fairly stressful on a processor, especially as these had about 8 points.

    Sprites weren't so good though. I just had 64x64 pixel sprites being created and it started to slow down faster than I'd hoped - after around 70 sprites it dropped below 60fps and reached 30fps at about 150 sprites.

    Still, great fun to play around with and I'm sure it can handle simpler games.

  • Ok thanks Ashley. Time to get that Wifi router out!

  • Got me a new Windows 8 phone today. I'm totally clueless to this new technology and I'm trawling through all sorts of documents trying to work out how to get started.

    In short, what's the fastest way to test my projects on my phone? For starters, will I need to set it up with Wifi (so far it's not even connected to the internet since I don't have Wifi set up, although I could if necessary). Do I have to run all projects through the exporter, then through VS2012 first? And when that's done, is it possible to just plug the phone into my PC and drag the project into my phone somehow?

  • Oh and by the way, I wouldn't use a seperate event sheet for every house, unless you intend to have the action inside each house wildly different. That's just unncessary and will make a larger project and much more work for you. You can easily have a single event sheet to control the behaviour in all houses.

  • Going off the top of my head, you could set up a list of coordinates, in an array for example, which say where the player 'lands' when she leaves the house. So when you go to the island screen, you'll have a 'On start of layout' event which checks where the player came from (I'd store that in a global variable, so when you leave a house, set a variable to the number of the house which was left), then you can check your array for the coordinates to place the player at.

    Or, you could have special tiles (like a sort of 'doorstep' tile) which are placed outside each house, which look the same (or you could make them look differently, like a different doormat for each) but have a certain value connected to them. Then when you leave the house, again set the global variable ('WhichHouseLeft' or something) to the house number, then you pick the tile which has the value, e.g DoorMatTiles > Number = WhichHouseLeft ... then place the player on that tile.

    I'm just winging it here but that might give you some ideas.

    Either way, you're probably going to need to use a global variable. Don't be afraid of them, they're really useful and easy to use and don't HAVE to be messy if you use them sparingly.

    Cute game by the way, stick with it :)

  • I think if you have no pieces on the board, then on your next roll, you automatically get to place a free counter so your next roll is just your next move. That's how I'd like it to work, but bear in mind I don't know the nitty-gritty of the mechanics as you do, so maybe it would affect the game balance too much.

    I didn't know you were doing this for the competition, so good luck with that :)

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farflamex

Member since 7 Oct, 2012

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