Inversion's Recent Forum Activity

  • Only had about an hour last night to get some work done.

    • Fixed the level progression save.
    • Added pause and resume functions
    • Added pause menu using the new global layout feature.
    • Added a screen transition.

    [attachment=0:25hmwis1][/attachment:25hmwis1]

    I should have a alpha build uploaded soon.

  • atomoso

    Just checking. You never know.

    I'll have my lady try it tonight, she normally does all my play testing.

  • atomoso

    Very proactive about feed back, I like it.

    Still an issue with the control screen though, I am still able to click the website and back button (the one from the title screen) through it.

    ran into the issue of having what seems to be the proper amount of materials and not being able to build again.

    [attachment=1:18mqyjnk][/attachment:18mqyjnk]

    Right afterwards I was it also said "I need -1 Junk"

    Not sure about this one either. Had 35 junk, and it told me I needed 8.

    [attachment=0:18mqyjnk][/attachment:18mqyjnk]

    Muting the game sound effects after the match is over would also be nice. As I type, I can hear about 20 probes mauling my dead corpse.

    A glow on the lava at night might be kinda cool.

    And finally, just to clarify, although I doubt it is necessary, my comments are in no way meant to be insulting, I very much like your game.

  • if you are new to development or have relatively low views (<50k) on your games, I really wouldn't bother putting ads in at all.

    If your game's only purpose is to make money, you should probably not be making games... there is a lot easier ways to make money...

  • shinkan

    Putting ads on a game that only has one star and 7k views is the opposite of a good idea...

  • Why the opposition to different tilemaps?

    I am guessing your mentality behind that is to avoid a mess in the editor?

    If so, make one tilemap who's only purpose is for editing, and how ever many tilemaps you need for your different tile types. Then on the start of the layout, loop through editor tilemap and use that to populate the secondary tilemaps.

    I am using this approach currently in a game that I am making.

    [attachment=0:3vrhhpyl][/attachment:3vrhhpyl]

    I have a static tilemap size that I am using, but if you need it to be dynamic, simply replace the the limits in the for loops to tilemap.width % [tilesize] and it should automatically cover the full tilemap.

  • a cheap and dirty way to do it would be to use an additional layout, one that is simply a black background and the tube would move from one side to the other, you could think of it as a transition layout

    • run into the tube.
    • transition out the first level
    • load the transition layout
    • transition finishes
    • load next level.

    I would use LiteTweento move the Pipe across the level

    As for the screen fading to black, I normally use a layer that has a black background and transparency turned off, then just set the opacity. Yet again, you can use LiteTween to do all the dirty work on this task as well.

    Hope that helps

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  • Figured out one of the control screen bugs.

    [attachment=0:3w3oaz7b][/attachment:3w3oaz7b]

    If you would like me to clarify anything I mentioned, just give me a heads up. Keep up the good work.

  • Pretty good game, once you polish up the programming a bit it will be great.

    I did have one match where I started with negative junk. I am not sure if this is a design feature or a bug. I died while building something the round before, and I believe it probably had something to do with that.

    On one other instance, I had 37 junk, when I attempted to build it told me that I needed negative one junk. When attempted to build about 10 seconds later it worked. I might have been seeing things, but I am pretty sure that is what it said.

    A small grace-period when probes spawn would be nice. I had one spawn within about 30-40 pixels and took damage immediately.

    Wouldn't mind a bit of a glow on the probes at night as well. It was hard to locations of new probes when they spawned. I am so-so on this opinion, but at the very least you should weigh the options.

    A small health bar or notification for the turrets would be nice, it was hard to tell if they were damaged.

    Like most of the others said, tool-tips would go a very long way to improve the game-play.

    A few other thoughts in the form of pictures:

    [attachment=0:qci0csdy][/attachment:qci0csdy]

    [attachment=1:qci0csdy][/attachment:qci0csdy]

    [attachment=2:qci0csdy][/attachment:qci0csdy]

  • atomoso

    Cool cool, I'll redownload it after I get back from work.

  • You are right, graphics are not everything... but they do enhance the game greatly.

    I am not an good artist by any stretch of the imagination. I compensate by sticking to very simple but clean art.

    I would not focus on making money at all. It is pointless. Don't get me wrong, I do make money... but if you were to calculate it out into an hourly wage, I am pretty sure I would be making $3/hour.

  • It is cool seeing construct for uses other than just games.

    Good Job

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Inversion

Member since 21 Oct, 2013

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