VIKINGS's Recent Forum Activity

  • Got the capx's, thank you very much mate. I'll let you know if I have any problems with em.

  • Glad to help out IJCT .

    Here's how your tweet came out, hope you like it.

    DLIFO physics puzzler with over 100 fun and original levels.

    https://itunes.apple.com/app/dlifo/id1023600370

    #gameinsight #iosdev #iTunes #nowplaying #app #indiedev

  • Hmmm, yes interesting idea. I might be able to do something like that, if not for this game then at least for future games.

    Thank you Aphrodite !

  • Awesome, can't wait to get my hand on them. Thank you very much AndreasR .

    P.S. Good luck with your earnings, just keep it up

    Yeah, I'm trying, but it's so easy to get depressed about it and just give up...

    P.S. I have a few ideas on how to repay you, I'll send you a PM.

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  • I develop only for android at the moment AndreasR . I have a friend that helps me test my games on his device. If my games actually make me some money one day I'll buy my own. But considering I've only made 0.38 euro so far, I wouldn't hold my breath for that to happen any time soon....

    Anyway, if you're up for it I have another request for you, maybe even more important then the previous one.

    A proper save/load game system!!

    I've been using the system save&load so far, and the results are not good. I have very little control over what I can save, sure I can add the nosave behavior to objects, but stuff like variables, screen position, etc. I have no control over.

    The on save complete/on load complete actions don't seem to work properly.

    And using this way to save the game makes it very hard to update it later without having to change the save/load slot which will of course result in you losing you progress.

    I would like a flexible save/load game system where I have full control over what is saved and loaded. Think you could achieve something like that?

  • There is no way for eighter of us to fix the problem cbechan . We have to wait for a fix.

  • Nice game VORTECH . Love the art style.

    I'd like to help you spread it around. I don't have a lot of twitter followers, only around 200 or so, but I will tweet about your game if you want. Any particular message, hastags and link you would like me to use?

  • Grats sqiddster (and to your team:P) trully an amazing game. I still can't believe you did all that in C2, loool.

    Maybe, now that the game is out, you'll find some time to make a tutorial and teach the rest of us newbs how you made the camera follow the squid like that and rotate and everything.

    Cheers.

  • Ok, great, guess I can mark this thread as solved then. Thank you once again MadSpy , I'll contact you via pm when the game gets close to release about the credits info.

  • Thank you nonom I appreciate, and will consider your feedback. I just need clarification on a few things:

    1. When you say "drop some margin at home screen" what exactly do you mean by that?

    2. Do you mean you didn't realize the menu has more then one page and you can swipe the screen to scroll through the pages, and that you didn't see that there is a tutorial section? Or you did see/read it, but you think that regardless of the tutorial section I should make the tutorial text pop-up the first time a player plays the game, and later on he can just revisit the tutorial section if he needs to?

    3. You're not the only one who said something to me about the list boxes(form controls), as you can see above Aphrodite olso suggested that you should be able to just click the score cells and get taken to the level.

    But on this regard I don't see how I will ever be able to win/make people happy, because.... Ok here's a scenario:

    a) Let's say I remove the lists and you can just click on each levels score "box" and get taken to that level.

    b) Let's say that my game becomes a success, or even if it remains a failure, let's say I decide "screw it, I ain't got nothing better to do anyway" and I keep making more and more levels for it.

    c) Let's say one day you get to the point where you wanna play level 98. So you are gonna have to swipe the screen one, two, three, four, five, six, seven, eight, nine times, then another click on the level, then another click to select difficulty, and after all that you finally start playing...

    At that point isn't everyone gonna start screaming at me "Bring back the damn list boxes you fool, it takes me half and hour and a million clicks/swipes just to start the game!!"

    So how can I ever satisfy people in such a case, what should I do?

  • No, I don't find you rude. I appreciate your feedback!

    I just wish that more people would at least give it a shot and try it for a few mins instead of just looking, saying "pass" and moving on.

    And then if they don't like it no problem, they can tell me what they think I did wrong and move on. Else how the hell am I ever gonna improve?!?!.....

  • Haha, awesome, you'll make the credits for this one MadSpy , thank you very much!

    One last question, would it still work properly if instead of UID I used a instance variable, or family or something?

    I remember reading somewhere(don't remember exactly where) that UID is not very reliable, and that we should avoid using it to pick stuff.

    Or is that info false?

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VIKINGS

Member since 13 Feb, 2014

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