jobel's Recent Forum Activity

  • newt very true, if I had a little pop up showing that little ship coming back saying "I'm gonna get you back, you better leave!" it would be obvious to the player what to do.

    yeah I mean, this might be the fix... I know its a subtle thing

  • DiegoM that is interesting.. and I agree a random event or some sort of narrative is probably the way to go to make the level different however, I still think the real problem remains.

    If I make the level super fun and the most exciting thing ever... why should they go there again? I feel its a really small subtle thing, something I currently don't have at all other than that little ship on its way heading back there.

    There's no immediate sense of: "okay, I need to play that level again". If there were an expansion checklist (not that I want to enforce X number of visits) then at least the player would see the progress bar and know "okay, I have to go back there" - being in the level and realizing it is the same repetitive task is after the fact. I need them to want to go there without thinking about what they will be doing... if that makes sense?

    this first map really highlights the issue. the player (at first) can only reach the system closest to them (I revealed the whole map just to show it - but the player only sees that 1 system next to them).

  • ah yes, that is a small little "cheat-sheet" of "what can I afford right now?". This isn't final, while I like this little cheat sheet, I'm not sure if it just overwhelms players or not.. I might make it collapsible.

    and when it reaches 100% it needs to glow or be highlighted in some way.

    but that icon isn't supposed to be big on the screen. The tutorial will have a progress bar on the top right.

    I'm thinking of more organic ways to get the player to want to revisit. To maybe make something different about the level that they might want to return

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  • which icon on the right? do you mean the NPC ship? yeah I definitely need to dramatize that....

  • thanks, yeah I want the player to have freedom to do whatever, I just want to entice them to play the same level 2-3 times early on. But how do I make that level something the player would *want* to do three times I guess is what I am asking.

  • Hi, I've been working on a game for over 2 years. It's an action/strategy game that I've been making steady progress on, however I have known about some repetitive issues that really stand out in the early game. So I am looking for ideas on things for the player to do. Ideas that won't break the game. And because you are playing against an AI opponent, everything you do, the AI has to be able to do as well.

    Here's a video of me explaining the issue while playing the game.

    (Sorry its 16 minutes long, watch it on 1.5x speed like I do :)

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  • R0J0hound yes! (I changed them to polypoints) I think that will work! it doesn't work well on convex shapes that are narrow, but its never outside the convex shape, so that is fine enough for me! I don't really have any narrow shapes other than that test target thing.

    very much appreciate everyone's help! thanks so much!

  • oosyrag honestly that was the direction I was sort of headed down and I couldn't figure it out.

    R0J0hound awesome! thanks. all my shapes are convex, I will try this out!

  • R0J0hound oh it seems like when the ship getting "hit" is a thin rectangle and the wave is perpendicular it doesn't quite work.

    Was the dropbox example you gave a generic triangle/square/rect? or was it for a specific shape?

    My "Allcraft" family has all sorts of shaped ships, is there a good generic way to do it?

  • and to complicate things the "energy wave" has 4 hp, so it can hit and damage 4 things before it dissipates.

    AND there are multiple collision boxes since it is animated to "grow".

    looking at your clamp example now...

  • R0J0hound I was following your other thread suggestion, but I guess it doesn't work when I apply it. It just spawns it, in the same place as I was before and only when its a straight on collision (but not always). If it hits the side the code doesn't trigger. It must have something to do with the overlap during Bullet? also this code is triggered from OnCollision (opposed to isOverlapping)

    perhaps I should follow your other suggestions...

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jobel

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