PixelRebirth's Recent Forum Activity

  • I vote for pixel graphics! But I guess it's no surprise.

  • Okay I've restarted this from scratch since my cap was very messy again. I really need to get used to organize my events properly. Now I should be fine with this one at least.

    It's not a whole different deal now, but there are some significant additions and changes.

    When you destory skulls, new ones will emerge from below. So the playfield is always full. There's no timelimit anymore.

    However when the "hellmeter" (yellow/orange bar on the left)gets full, one random skull will turn to stone and therefore can't be swapped or destroyed anymore. When all 100 skulls turned to stone the game is over. You can lower the hellmeter by destroying skulls. Combos will get you much higher scores. You can also restore a skull by destroying something in the same line above it.

    Unfortunately the hellmeter will rise faster and faster the longer you play. So there's no escape after all.

    There are two problems I'm having atm:

    When I was testing the game a messenger window popped up and suddenly some skulls were moving out of the window into infinity.

    May have something to do with the game skipping some frames, therefore not detecting when the skulls reached their destination and keeps moving them upwards. At least that's what my simple mind came up with.

    The other problem has something to do with the box object. Somebody who tested the game didn't see the score and hellmeter boxes correctly, they were all bright blue and you couldn't read anything.

    <img src="http://img129.imageshack.us/img129/3064/scorewrongdn7.png">

    The bright blue box should look like the suicide button down there. Would be interesting to know if anybody has the same error.

    [quote:r1iufado]I love puzzle games. This one is very decent, but needs polishing and some dark music to go along with it. I hope to see a finished product.

    Yes this needs some fitting music. But all things audio will probably be the last thing to be added to the game. But don't get your hopes high, I'm not a composer.

    Here's the

    new version.

  • Yes it would work like that. But why are you using Random(101)? That's not accurate.

    Use Random(100), make the range for obj1 0-49, obj2 50-79 and obj3 80-99.

  • Looking very impressive so far.

    Finally a project which seems to take full advantage of Contruct's potential. Can't wait to see more of this game.

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  • I honestly don't think the pixel style of the GUI does mix well with the rest of the game graphics. It just doesn't feel right, but that's just my opinion.

    I can't really decide which of the two possible ways to control the attacking would suit the game better (without trying it out myself). Holding down the mouse button sounds more comfortable though. Wouldn't have to repeatedly click on the enemy like a madman that way.

  • That was an easy fix.

    Just remove the OR from the following event:

    <img src="http://img177.imageshack.us/img177/687/zombieprobke3.png">

    You should be fine now.

  • Just change the last event. Replace the ELSE condition with

    Houseitem Value 'active' Not equal to 1

    and it will work.

  • No problem. Zombie games need to be supported you know.

    Don't hesitate to ask if there's anything else you need help with.

    Looking forward to dismember some dead meat.

  • That's a nice start!

    I changed a few things in your cap. You can only pick up one item at once now.

    I added another global called Marked and a private variable of the same name for the playerbox. The variable stores the UID of the first object it's overlapping and won't allow another object to be selected until that object isn't overlapping anymore.

    Oh well I'm not really good in explaining what I did here and probably there's a better way to do it. Maybe you can figure it out by looking at the events.

    I also changed the sampling to point, cause I figured it would suit the pixel style graphics better than linear. And I added a counter that shows the inventory status. Just to get a little more overview.

    Just throw out what you don't like...

    Any questions feel free to ask.

    Oh yes, here's the cap.

  • Finally somebody coming up with a zombie game. It's long overdue if you ask me.

    Your plans sound very ambitious, good luck with it!

    Too bad I couldn't download the cap. Mediafire gives invalid file error.

  • I'm usually not into prerendered graphics. But your level of quality is so high, that even I tend to like it.

    Let us see more!

  • Ah yes it's called Bejeweled. I seriously couldn't think of the name. That shareware game I mentioned had a different title, but I guess it was just some random Bejeweled clone.

    [quote:2ewn1vgu]The only thing I can suggest which would make it a little more tacitcal would be to have the remaining skulls "drop" and fill up the empty gaps.

    I wanted it to be that way when I started working on the game, but ended up using skulls that don't drop down. Maybe also because I was a little lazy.

    In the meantime I've given it some thought and there will be a major addition to the gameplay. But it probably won't include dropping skulls. Will share an updated version as soon as it is done.

    And thanks for the comments.

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PixelRebirth

Member since 26 Mar, 2008

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