GenkiGenga's Recent Forum Activity

  • That was fun Kyatric, really helpful to include all that history aswell thank you for that! I have a lot to say and only a short time because i spent too long making a stage lol.

    ?What confused you ?

    The scoring system, it seemed a little bit compicated at first (I confess to only having skimmed the instructions). I had more fun just trying to get the ball into the basket then I did trying to achieve the best rotations (But for the sake of competition i can see how this is vital).

    For the stage that I created i would have like to have players scored on the amount of bounces the piew does (Less the better).

    ?What did you like ?

    That you can have users add content to the game is a MASSIVE plus.

    Really innovative design i love that users can compete against each other. (It has that side of me wanting to go back and kick your ass on a couple of your high scores! haha). :)

    ?What did you dislike ?

    The only thing I disliked were the blocks that turn you upside down, perhaps the orientation switch is too quick when you hit them i dont know.

    Overall the graphics are fairly pleasing, the Piew is fantastic. The music (novelty points for the theme!) is really nice, I think i turned it off after about 20 mins (lol... piewwww piew piew!) The actual collision sounds from the Piew is really good. Ill be back to see if anyone has beaten my stage :)

  • I can confirm the problem - but with particle effects.

    1.) Create new game (caproj)

    2.) Add particle effects

    3.) Select image - Image editor wont close.

    I got this while I was trying to create a mock up of another problem im having. In the r80 release notes, the breaking change with 'set group active' isnt supposed to affect groups that are linked through event sheets is it?

    (By linked I mean both event sheets have the relevant "Include Event Sheet" expression).

  • Very fun Cryptwalker, I like the concept and it has that addicting element to it.

    The weapon upgrades were fun. the retro graphic style as well. Would have been awesome playing this on nintendo :)

    Criticism wise, after a few minutes of playing the sounds get a bit much - i really like the jump sound, but the sound when a bullet collides with an enemy and also when it dies is pretty intense. It needs to be lowered (imo).

    The only other thing i would encourage is for you to lose the tutorial and build it into the actual game itself. (Again, in my opinion) people playing webgames want instant-fun, so when they see the option to skip the tutorial - most will. This wouldnt be a problem with some games but without knowledge of the objective and buttons your game cant be played properly.

    All in all this is pretty awesome!

  • Works perfectly.

    Its a really nice tool. Convenient of you to show what version of windows they have as well.

    Very clear and user friendly.

  • :) that was pretty cool farsmile90.

    Nice graphics, the game play was pretty good but i didnt really enjoy the part where you control blocks with the mouse.

    Looking forward to seeing more.

  • That was pretty cool.

    I must have died 30 or 40 times on that jump stage lol.

    How do you pass the spikes stage?

  • Wow, for such a simple game - that was very enjoyable. The graphics are really nice and the music and sounds were awesome.

    The way the stage clicks over is fantastic. Loved it.

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  • ha - i took 10 minutes to figure out the picking in Wei's cap i didnt even see your post Cheers.

    Its impressive but how does the "instance: Enemy.IID" know which enemy to go to?

  • Ahh your the best Weishaupt! Thanks man! :)

    Ive just updated my original cap.x if anyone wants to learn from it. (Wohooo!)

  • Thanks for the help Wei,

    What im trying to do is make 2 objects share the same animation sequences. In my cap.x i have my player sprite and two seperate enemy sprites. I am attempting to set my single animation "arrow" to both objects, (thats why there is two copies of the arrow sprite in the layout).

    If i have two copies of the 'same' enemy it works, but when one of the copies does something that calls for an animation - all of the copies play the animation as well.

    My goal is to save file space by not needlessly using duplicates of my animations.

    hopefully i was more clear in this post?

  • Hi guys.

    Ive almost finished my demo but Im struggling trying to re-use animations for my enemies. I just cant seem to figure out how to set a copies of an object (my animation object) to 2 items at once (two different enemies).

    Here is an example cap.

    dl.dropbox.com/u/13312935/Animation%20Example.capx

    Im guessing that i need to use instance variables but im not sure...

    Anyone have any ideas? I'll keep trying but im stuck at the moment.

  • No worries at all :)

    Gahh, Ive only just realised on this second play that you already had the score/ball count (thats what i meant with the tallies!). lol my screen resolution cuts out the top or bottom of my screen. Nothing zooming out doesnt fix.

    Wow, that background change made a HUGE difference (both in title and ingame) - not just a colour change either, i really like the different shades used in each section of the pinball table.

    Did you slow the rotation down a little? because i wasnt getting dizzy this time. Seems a lot more fun with the extra obstacles in there too.

    You could add more things if you wanted to keep polishing it, either way its much better now.

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GenkiGenga

Member since 20 Oct, 2011

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