Lou Bagel's Forum Posts

  • tabyat thanks!

  • Thanks and I will try to remember to take a look.

    But I will doubt I will read it all then remember to come back to this post, so that is why I left it open for conversation if you wanted to bring up another point.

  • What said... but add condition [For each spritefont (loop)] so it checks each spritefont individually for the expected conditional requirements.

    ~Sol

    yes

  • A simple way is to build your 'final' screen in your topmost layer and set that layer to initially be visible.

    Then at end of game set the score and lives then set that layer to visible.

    Easy as pie!

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  • I'm not familiar with that book but some thoughts stuck out when reading your post:

    Civilization definitely has an end goal. Yes, there are several different options for victory but it is definite.

    A lot of the other games you listed I have not played but know the type. I have played SimCity and other tycoon games and the "not clearly defined end goal" is probably a huge draw for most. Meaning you are free to pursue the goal of your choice. I remember starting cities in SimCity thinking "this time I want to build a city like this". So yes they do not have a story and some do not have an ending. But they are not about resolution but creation. You get to create a city or a civilization. At the end of a story game it is the same for all players (same ending). But at any point in a creation game you can show a friend and say "look at what I built".

    Complex game mechanics:

    From what I've heard about game mechanics the key is to introduce at an appropriate rate. So yes those games may have complex mechanics that a newbie would be lost if jumping into someone's saved game. But the way most of those games are started slowly introduce the mechanics. Think of any of those you mentioned. I would guess you usually start with nothing but a few resources. You are really only given one option to get started (build a power plant first. Use your settler to found your first settlement). The next elements of the gameplay are not allowed until you get to a certain point. Although from a players perspective that point may seem arbitrary I'm sure it was chosen by the developers as the point where you can be sure the player has grasped the previous mechanics.

    Interesting post. I'm sorry I am not familiar with the book. If you would like to mention some of the other taking points of the book I will gladly give my thoughts or respond to any questions on my comments.

  • For Platform behavior objects you can change the angle of gravity using events. Sounds like you are using physics behaviors. I would just set gravity to zero and constantly apply a force to simulate gravity.

  • I think something this simple should work:

    On Layout start

    --Animation frame = 1

    ---Set Opacity to 0.75

    Sounds like you don't have an understanding how instances of an object are selected in events—you should read up on that to avoid a lot of troubles.

  • when you give me advice on my game and talked about the touch controls, I just remembered the touch controls of your game. I noticed that when I click/touch on screen the touch controls become visible. In my game, I made them to become invisible when the player press any key on keyboard or joystick, maybe you can use it on your game. I took this information here in scirra site, I do not remember if it was a blog post or a manual entry.

    The simplicity of that recommendation makes it such a great idea! I was planning on adding a menu option to disable the controls. I don't think that will be necessary with that tip. Many thanks!

  • I made a system where I did the following:

    For each enemy I would assign a number for each drop item (I stored in XML, but you could do instance variables or straight in the events if you don't have different enemy types). So for example it would look like:

    Nothing: 6

    Coin:4

    Heart: 2

    Then I would use a local variable to store a random number between zero and total of those numbers -> random(0, 12) in this case. Then cycle through the drop items:

    If random <= nothing amount( 6) then drop is nothing

    elseIf random <= nothing amount plus coin amount (10) then drop is coin

    Else drop is heart

    I'm sure there is a way to do this with less events but it works. Was my first time creating this. Can see it in action in Ninja game linked in my signature. I like it because you can change one number and not have to change the rest so it will equal 100% each time; I feel like that could get really annoying.

  • Apfelguts hahaha I'm not good enough to draw coffee makers by brand. The coffee maker was actually the most difficult to make out of any of those objects.

    ...but if it will help immerse you into the game lets go with Illy, it is supposed to be a pot, not single cup. And I did have a strawberry frosted from Dunkin Donuts the day before I drew the guy eating the donut.

  • No I checked everything but I don't understand why I have this difference.

    I'm only a bit higer and I lose 50 fps..

    I lose fps at the same places.

    I would filter your event sheet for "collision" and/or "overlapping" and see all your events involving those. See if there are things you are constantly checking for that you don't need to

  • I like the game art

  • Haha, that's pretty good.

    Maybe I'm tired or just getting a little old, but it was a little rough on my eyes to keep up.

  • When resuming from a phone call does it act the same as when the app is completely closed then re-opened? I would think an alert would be like an interruption that only pauses, not closes.

  • That is a big difference in collision checks so could be because of that—have you identified what is causing that significant difference?