GenkiGenga's Forum Posts

  • Hey guys,

    Updated to V1-4

    Added a few more checkpoints (now 6 in total) for the stage. I feel this is now much fairer and should allow most people to pass with persistance. :)

    Also ironed out a couple of little bugs, though 1 or 2 still remain - they are not game breaking.

  • Hey Baron, sorry bud if you put an symbol before my name i would have got a notification you were talkign to me.

    Sounds like your on the right track, but for the purpose of learning here is a cap that explains how to use random. (This is not my example - I actually cant remember who initially posted it) But i did add a little note that might help you apply it to a different situation.

    dl.dropbox.com/u/13312935/random.capx

    How it applies to your monster spawning is: Whenever you want to make a random decision (like spawning a random monster) you could use this technique to let C2 only choose 1 action to take from many options.

    If you have 50 options maybe it would be better to use an array.

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  • ramones Im convinced, a checkpoint after each challenge seems fair (especially on the first stage as you pointed out).

    Your breakdown of the rolling barrels both made me laugh and feel like a cruel game designer at the same time :) (very good point). Thanks again mate.

    Also, I think i have come around to the idea of making a mini stage to put the tutorial into action before you start the actual game. Now to buckle down and get these changes into action.

    In the meantime if anyone has anything further to add to the already great feedback, please dont be shy. (Even if you just hated it because of X reason, Id love to know what your thinking).

  • I like the look of the guy running, are you aiming for mobile markets with this one? (i presume so as you only have 1 button). If not being able to move back and forward a bit more would be cool.

  • Looks impressive, nice work Rex.

  • How about using invisible blocks with the solid behaviour?

    You'll just need to line them up where you dont want your player to be able to walk.

  • Haha, no worries :)

  • Ahh i see what you mean now, no worries.

    In the part where you set your arrow :

    it needs to be "angle(player.X,player.Y,mouse.X,mouse.Y)"

    instead of "angle(player.X,player.Y,mouse.AbsoluteX,mouse.AbsoluteY)"

  • I had a look and didnt really see what you meant, the sword attack seems to work ok for me. One thing i noticed though was that your sword (the sword you click to unsheath and then you have the ability to attack) needs to be on a UI layer (so it doesnt move when the scroll screens and instead is on the screen wherever the player walks).

    How to make a UI layer is covered in the early tutes.

  • Im a little confused about the mention of a text file for doing what your trying to do.

    What you can do instead is use the random action within C2.

    It works like this;

    -On condition met

       >Set local number which = 0

        Set floor(random(3))

            Which = 1 - spawn this monster

            Which = 2 - spawn that creature

    This might not make sense to you right now.

  • ramones Thanks again for the great feedback! I really thought i had the falls covered! I apologise for you having to reload so many times and appreciate your persistance (I vow to have all the falls fixed for the next version!). (The other bugs i am aware of but arent as simple to get rid of, still they will be gone by final version.)

    To be honest im not sure how im going to proceed, maybe i will put checkpoints after every major challenge (my only concern then is that the game might be a little too easy). But Still, i guess thats better than people not playing out of frustration.

    Im glad that you came around for the charge up time. At this point I think that I might either 1. put more checkpoints in and leave the challenges as is. OR 2. make the monkeys always dive at you when close instead of potentially throwing a grenade in your face (which should hopefully decrease ones chances of dying after getting past a hard part).

    Thanks mate.

    Edit: Minor update - all death related bugs should be sorted now.

  • Its an interesting idea. To be honest when the game began I had no idea what was going on - I actually thought i was the red team to start with.

    On the second play I could see what was going on. To answer your question I think it has potential. To add to your current thoughts, what i would like to see is; formations, customisation of ships - maybe selecting between a fast base(movement speed bonus), or a tough base(movement speed penalty and an armour bonus) - Things like that.

    Interested to see what you decide to do.

    Oh and perfect fps forgot to mention that.

  • Here is a video of me playing the first stage (at top of page!), not that I dont agree with all the criticism of the difficulty so far! - Just showing whats ahead of the first part. (Quality is pretty bad - In future i'll look into a better capturing software)

    I think that im going to redesign the monkey AI to be a little bit more predictable. I would still really like to see if anyone can beat it the way it is currently though.

  • Thank you for the feedback guys!

    One thing is becoming very clear - My tutorial is not as effective as I hoped. One possibility is adding a "replay" button for the tutorial but Im not sure.

    anthonykojima Cheers mate, all of those suggestions are really good - I might add a hands on part to the tutorial where you can practice charging up. Also adding the abilities to the UI is something I had considered, most likely will end up implementing it.

    Peteer Thanks for playing, there is actually 2 jumps available to froghead - I assume you thought the superjump was the only one (the way it works you hold the button and he jumps on release). I dont blame you though, the tutorial video either needs to be scrapped or slowed down - a lot.

    Geo Thanks for your input, those monkeys arent to be trifled with! They are so focused on getting froghead that they are willing to sacrifice themselves to ensure they get him in their grenade blast. The monkey shuts his eyes when he grabs Froghead because he knows the blast is coming.

    Maybe i do have some wasted words in the tutorial, I agree it could be simpler. The one hit death not being good is debatable I feel, but i do appreciate your perspective nonetheless. I definately agree with gamers not having the patience we once had. Once im happy with the gameplay you will see some of the story. :)

    ramones Thanks for playing and the suggestions! (I will take the charge time into consideration for the next few versions). Regarding your observation, I really didnt want the monkeys to have a predictable behaviour. They calculate the best action to take by a random selection. This can result in what you experienced, I designed it this way to keep players on their toes but its clear i went overboard.

    Thanks for the bug report, I will fix that issue.

    Once again thank you all, Im going to start making changes - though first I am going to upload a video of me completing the stage so people can see what they missed.

  • AJTilley Thanks for your feedback, very much appreciated.

    I understand what you mean, Its not meant to be an easy game but I may have gone overboard with the difficulty. Especially As you mentioned its a new type of attack system.

    There are currently 3 checkpoints in the level, but i may add another at the beginning after the waterfall.