ryanrybot's Recent Forum Activity

  • Wow, this is really polished. It feels very much how I remember it.

    Great job!

  • Well, ok this will get a little complicated because there are a few issues at play here.

    The first problem is the pants. Your events state that the pants animation will play from the beginning every single frame your character is moving. So your pants animation never leaves the first frame. The thing that I find works well for triggering animations is to make them actions to key presses and releases. So "on Key press D - play animation" for example.

    The sound issue is the same as the pants. A new sound will play for every tick that you hold down the D button. That means that the sound is just piling up because you'll have hundreds of them playing all at once.

    You could try removing everything from the audio event and just make it "Pants - Animation Frame = (whatever frame you want the sound to play) - play sound".

    I hope that's clear enough.

  • Looking good, !

    I've always loved these sorts of games, and yours looks to be shaping up really well.

  • I had a slightly different solution than oosyrag, but the more the merrier, right? <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    (click left mouse button to create shockwave) https://dl.dropboxusercontent.com/u/305 ... index.html

    You can change the shockwave by altering the image, which I have provided for you to get an idea of what to experiment with.

    capx, plus some shockwave graphics... https://dl.dropboxusercontent.com/u/305 ... ckwave.zip

    Hope that helps.

  • I enjoyed what I played, but was confused half the time as to what side of the ship I needed to dock. Sometimes I had the top of the ship bumping up against the docking platform and nothing was happening, until I realized i needed to turn around.

    If you made it so it was clear where the landing gear was, it would alleviate some of the frustration.

  • As oosyrag said, you really need to experiment with adding effects to sprites. You'll quickly understand what's going on, I'm sure.

    Try creating an image of a ring on a transparent background and add the lens effect to it, see what happens. Play with blending modes too, as they are essential to creating the effects you want as well.

    I will make an example for you in a few hours, if you haven't figured it out by then.

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  • I've run into this issue before and resorted to just making all my tilemap objects the full layout size, then just drawing what I need. That way if I need to make changes, I don't need to resize anything and it all stays where it should. That may not be an option for you though, not knowing how your game is built.

  • In Spriter I would suggest making a keyframe at the beginning of your animation, then copying it and pasting it at the end of your animation. That way your animation starts and stops at the same position, which is what you need for an animation that loops.

    Another way to do it is by animating it directly in C2 with a couple of sine behaviors. I've done it that way with some good results.

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  • I believe it's not temporarily leaving Dev Mode that wipes your system, it's when you want to remove Dev Mode from your xbox.

  • I think the puzzles are great but if you could add some 'juice' it would make the game really pop.

    Effects like screen shake and bigger sound effect when a shape hits the bottom surface, and some kind of effect for when you complete a puzzle, like perhaps some chunky particles and a chime sound effect or something. Don't be afraid to try something extreme. then pull back if you need to. Sometimes the bigger effects are the most satisfying.

    Here's an article that might explain more, if you aren't familiar with the juice concept.

    http://blog.gameanalytics.com/blog/sque ... esign.html

    Also, I forgot to mention that some of your background elements are muddying up your foreground. Sometimes it's hard to read exactly what's what, especially once you start introducing the more transparent shapes.

  • I really enjoyed this game, and played all 30 levels.

    There were a few cases where the shapes didn't reset back to their original positions after a failed attempt, but other than that the levels progressed at an unfrustrating pace, and I never felt the game was unfair.

    Correct me if I'm wrong, I did find the stars at the bottom don't really made sense. They seemed to be tied to how many shapes you get correct, but since you have to get all the shapes correct to pass the level, you automatically get all the stars. Maybe if stars were more timer based on how quickly you can solve the puzzle, or how many attempts it takes, then you could have levels where you didn't do so well and only got 1 or 2 stars.

    Really good game though, I am quite impressed with the amount of thought that went into the puzzles.

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ryanrybot

Member since 21 Jun, 2014

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