lamar's Recent Forum Activity

  • Just got this notification from GameJolt if anyone wants to participate and represent Scirra engine:

    Bad Box Art Challenge is back for its second year!

    Terrible box art has been around ever since the earliest computer games were etched onto floppy disks and encased in cardboard for display on store shelves. The most gobsmacking examples make you wonder if the artist ever even played the game. But what if those wonky renderings accurately depicted the games inside the boxes they adorned?

    Announcing the 2017 Bad Box Art Jam!

    Make a game based on a box cover from our Gallery of Trash. Keep the game's title or choose a new one, but use all of the elements present in the art (excluding logos and labels). You will have 72 hours to work your magic.

    Start: Friday, March 24 at 12am (Eastern Time)

    Deadline: Monday, March 27 at 12am (Eastern Time)

    Voting will be done by jam participants and will take place during the week following the end of the jam, until April 2.

    Participate by adding a game page to Game Jolt and tagging it #badboxart2017 after the jam starts. Be sure to upload your game before the deadline.

    http://jams.gamejolt.io/badboxart2017

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  • Sounds like an awful complicated way to detect collisions with a wall?

    If your walls are solid and your player is solid it can't go through a wall.

    You can also use collision detection to stop objects from passing through each other but the solid behavior is simple and works 100% of the time for those situations.

  • You have the animation set to attack and then immediately reset to beginning of animation again.

    Remove that set to beginning of animation as it will always start at the beginning of an animation unless you tell it otherwise.

    You are using a variable P1 to determine the direction the player is facing which is good but where are you setting that variable?

    That could be the reason the attack animation is not playing so I would have to see your other control events that sets that variable.

  • Overlap at offset would work best for that.

    Overlap is good for reading a position but not for stopping the overlap.

  • >

    >

    > Sure pathfinding and on line of sight work fine in real time.

    >

    > Use the bullet behavior so it detects collisions when you release the boomerang but use on line of sight and pathfinding to bring it back to you.

    >

    > If it has you locked in on line of sight just have it return to your position. If not find a path and clear obstacles until it has line of sight.

    >

    > It should always return along the X axis towards you so include that to keep it moving.

    >

    I thought pathfinding had to calculated and couldn't work very efficiently on an every tick basis, which is what this would need to be? The solids might not be moving, but the player would be, so wouldn't pathfinding be really heavy on performance? I'm still having trouble working out how to incorporate this in my example

    Well what I suggested is using the bullet behavior. That is used to keep the boomerang flying back towards the player while on line of sight and pathfinding is used to change the bullets course as needed to get it back to the player so they are checking position every tick but not making adjustments every tick and should't slow down performance.

    If I get some time I will try to make a capx with an example of what I mean but I am just going off what I see in your example so it may not work for your game.

  • Thanks!

    I tried Player

    Is overlapping Wall

    random(32, LayoutWidth-32) Y: random(32, LayoutHeight-32)

    So far, I haven't had it spawn within a wall.

    This will also be helpful for spawning enemies and other objects.

    Right on and looking forward to seeing your game!

  • lamar

    Played it for a few minutes and these were the things that came to mind:

    1. Game could be a little faster. Maybe have difficulty levels that affect speed.

    2. The clock looks weird when seconds are less than 10, not sure how you're handling it bt maybe something like this:

    [event] Every 1 second
    -> Add 1 to seconds
    
    [sub-event]seconds >= 60
    -> Add 1 to minutes
    -> Subtract 60 from seconds
    
    [blank sub-event]
    ->Set text to minutes & ":" & (seconds < 10 ? "0" & seconds : seconds)[/code:3e12aelm]
    
    3. The conversion after touch down might be more interesting if you do it by double-clicking instead of running at the ball with arrow keys
    
    4. The opponents looked a little weird to me when the sprites were angled, maybe keep them vertical even when moving at an angle.
    
    Just out of curiosity, is there any licensing issue with using the team logos? Or does it come under some sort of fair use policy?
    

    Thanks for the feedback!

    The first touch down is intentionally easy and all you have to do is avoid running into the gladiators. That is a practice level so people understand how to play but then the gladiator AI takes over and they will move quicker at the player and cut the player off and that increases with each touchdown.

    The controls are all set for touch and mouse. You don't use the keyboard to kick. You double tap the player and he runs forward and you have to time it to contact the ball with the right foot.

    I may have to look at those controls if you were using the keyboard for that.

    Thanks for the clock script. I didn't put a zero in front of the seconds so it looks weird but is accurate.

    I kind of like the angle of the gladiators but I will try it both ways and see which looks better.

    On the opening screen it says the game is not in any way connected to any team or player and is released as parody under US copyright laws.

    It is parody of football using gladiators and funny looking and running characters so it fits the law concerning parody in the US but I guess I won't know until I put it out there if someone says anything.

    Thanks for playing and I will be updating and finishing the other features soon so stop back and see the changes!

  • hey that's pretty addictive. Even for me, whos european and knows nothing about american football. That's a good mechanic: a small (time-wise) challenge you need to complete in order to face another challenge -- the touchdown (which btw is so frustrating

    (graphics are provisional i hope)

    Thanks- it is an original theme that does not follow US football rules completely so anyone can play it.

    Graphics will be improved but for a fast action funny game for people that like sports I think it hits the mark.

    Here is the video of me playing it and I get tackled alot too!

  • Errr i'm having some problems to get beyond the GET THE BALL screen. Managed somehow once (and was quickly tackled down) but can't replicate it :/

    ------

    EDIT:

    > You can use arrow keys to move player but double tap on player to start.

    >

    That dumb I am.

    The game is designed for touch or mouse control so you have to double tap on the player to start them running and then use touch or mouse or keyboard arrow keys to dodge the oncoming gladiators.

    I will include an instruction screen in the game but just haven't got that far yet.

    You will get tackled alot when you first start playing and it takes a few tries before you learn the distance and how to dodge fast and use that crunch power up to plow through gladiators but once you do you will be charging down the field making touchdowns.

  • well that is because the arcade has a rating system, and only the best rated or most views are pushed in front of pages... however if you go around page 15 ... ul find copy pasted naruto images... and some kid screaming saying best game in title. (it also depend on the category... most bad examples are on tutorials... or work in progress stuff that are not further developed and just dumped.)

    but yea... arcade has its own..."filtering system" sort off.

    I have to disagree and the arcade rating system is a joke. Watch the top games list and you will see several games that are always pushed to the top but are not getting new plays. That is people using multiple accounts to rate up their own games and rate down other games.

    There are many good games that fall off the front screen almost immediately for that reason and that discourages game developers that see a crap game sitting on the front page forever.

    The rating system has to be changed and I suggest only registered members with at least 500 reputation or licensed members can rate games and get the free edition games separated from the licensed edition games and that would solve that problem.

  • >

    > Interesting?

    >

    > I also write and sell books and ebooks and I was going to publish on Amazon but they wanted exclusive publishing and I publish all over the world through different outlets and my own website so there was no way I would do that and then it turns out one of my other independent publishers sells through Amazon so my books ended up on there anyway without me doing anything lol!

    >

    > I don't see Amazon as a prime target for game developers. Too many free games to compete with and it won't show up in any searches so you have to advertise it yourself.

    >

    The small amount of experience I have with the Amazon App market does seem to match your view. Like I said I had literally zero downloadson Amazon, while in the same period of time I had maybe a thousand installs from GooglePlay and tens of thousands on iTunes... so clearly there is no traffic on the Amazon App Store. I even tried out their advertising to try and promote the game within Amazon and that generated no sales and cost too much compared to AdWords.

    Hey, Im interested to hear about your books. What kind of books do you publish, I don't see them linked on your website? If you don't want to reveal your genre or whatever thats totally fine.

    I published a print book on Amazon CreateSpace and I sell that on Amazon. Again its not exclusive though, I also have the same book published on IngramSpark as well.

    Self publishing books is lucrative! I have plans to publish more in the future when I have time! Too many irons in the fire at the moment!

    The game arcade is just a website I am trying out.

    I have been publishing books and ebooks and vidoes on how to subjects for many years.

    I burned out on that for awhile so that is why I got back into game programming. I don't expect to make a lot of money from games but it makes enough to pay for my time and I can do that in between other projects.

    I don't discuss or link to my other work on here because I don't want to be accused of spamming and that is totally separate from my game projects.

  • Well, I had my app on the Amazon market for a while but it wasn't exclusive there, it was also on iTunes, GooglePlay, Win App Store. Amazon allowed me to publish it, but the game got no sales whatsoever.

    So I decided to try Underground. I had to delist the app and make a new listing, reupload etc.

    And as far as I can tell with Underground, while it doesn't have to be exclusive to their market they DO want it to have features that make it significantly better than versions available on other markets. Or alternatively I think they will accept it if its a paid app on other markets.

    In my case, my game was a paid app on WinAppStore and free with ads on GooglePlay and iTunes. So I was hoping that by removing the ads and pointing to the fact it was paid on WinStore, that would be enough for them to approve it. But nope! They said I need to add something to the game to make it eligible for Undergound such as 'extra levels'.

    I might get to it in the future as an experiment.

    Interesting?

    I also write and sell books and ebooks and I was going to publish on Amazon but they wanted exclusive publishing and I publish all over the world through different outlets and my own website so there was no way I would do that and then it turns out one of my other independent publishers sells through Amazon so my books ended up on there anyway without me doing anything lol!

    I don't see Amazon as a prime target for game developers. Too many free games to compete with and it won't show up in any searches so you have to advertise it yourself.

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lamar

Member since 11 Feb, 2014

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