Drop Da Piew - Rotary Comp

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Post » Wed Feb 29, 2012 6:41 am




This is my entry for the Rotary Competition.
A physic puzzle/game adding the twist of rotation.

[quote]The goal in each level is to Drop the Piew in the Nest.
For this, you rotate the layers of obstacles that will free a way for the Piew.[/quote]

PLAY

Current version: ScirraArcade_1.0

Changelog for Pub_b_02-03-2012
Changelog for ScirraArcade_1.0

For the brave and curious : History archive
(format 7z (7zip), ~2Mo compressed, ~12Mo uncompressed)
This archive is a collection of the early capx of the game. You can have a look at them, pick up a few coding tricks and basicly see the evolution of the game over time.
This represents about a bit more of half of the development


You can edit and export your own levels.
If you want to share them, don't hesitate to post them in this topic (or on kyatric.com.

If you feel like leaving some feedback (feedback is greatly appreciated), please be so kind to answer those three questions :
  • What confused you ?
  • What did you like ?
  • What did you dislike ?


If you could also give a quick note on those criterias :

0 being the worst; 5 being meeh, average; 10 being wow, the best
Be sure to leave any comment (even if you don't want to note/follow this "format").
I'll be glad to read you.

PLAY

Enjoy.Kyatric2012-03-05 13:00:47
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Post » Wed Feb 29, 2012 8:00 am

@kyatric,

thank you sir, now i can't get that damn song out of my head...lol.
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Post » Wed Feb 29, 2012 8:38 am

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 :)
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Post » Wed Feb 29, 2012 9:14 am

[QUOTE=GenkiGenga] 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.[/quote]
Haaaa I'm glad, I've been playtesting the game so far, but most of my testers strictly sticked to the "Play" part. Glad to have at last other feedback than mine for this part of DDP ^^

@GenkiGenga: For the release, at the beginning of the contest (like for the last) I was planing on releasing a full commented "final" capx.
But as I went along, I have other ideas I'd like to implement in the long run, and maybe monetize, so I'll only provide the "early" capx, keeping some "secrets" under the hood for now.



[QUOTE=GenkiGenga] ?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).
[/quote]
The game is still a WIP. By that, I mean that I plan on making more progressive levels before the deadline.
The difficulty of the levels, in my eyes resides in the fact that a level might or might not have more than one solution (I take it is what you mean by "achieve the best rotations").
When you move a handle, movement points are added to your score (bottom left).
Jumps add 45 point at once.
When the level is completed (the Piew has reached the Nest) the smaller your score is, the better.
If it is smaller than the current best score for the level, it becomes the new best score.
The scoring goal is to move the less handles possible.

Karma is more a ratio of try/success for the level.
It's more an indicator than a true score.
This is maybe what caused the confusion. I shall get rid of the karma for the final version.

[QUOTE=GenkiGenga] ?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). :)
[/quote]
For now though, the fight is only local.
You can only beat the best score of the author of the level, that's where the comparison ends.
If you want to compare scores with other players, for now you'd have to do it by posts on the forum or something like this.

I'm planning on having a website to host the game and your account as well as the levels. I could handle and develop the competitive side better this way.
Glad you like it so far though

[QUOTE=GenkiGenga] ?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.
[/quote]

Those depends on the visual FX option "Hexagons rotate device".
By default, it is supposed to be off.


Did you turn it on on start of the game ? Is it displaying like in the picture but still turning ?
The effect is an option. As you said, it's making a bit dizzy. But slower isn't better either unfortunately.

I may totaly remove it for the deadline though.
So far I left "in case" someone found it more helpful, but I have had similar returns on IRC about this point already.
I guess this won't even be an option in the final entry.

[QUOTE=GenkiGenga] 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 :)[/QUOTE]
Thanks, glad you liked the music, voice made ^^
I don't know if I'll make more music before the deadline. Glad to know that it can last for 20 minutes, that's not bad.
I did it so it is quite soft not aggressive, as it is only a 28 sec loop.
Glad you like the gfx, an overwhelming feeling of satisfaction runs through me. *Mission accomplished*

But for now, I'm afraid no one else but you have seen your level ^^
To make it public, you have to export a validated level.
(Click "Valid" in the editor, play the game and vote it.)
It will appear in the levels list :

Click the "Ex" (export) button and copy paste the content of the textfield in this topic.
I'll be glad to test and try to beat your score.

Thank you a lot for your feedback.
Thank you too @harrio Kyatric2012-02-29 09:15:09
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Post » Wed Feb 29, 2012 10:37 am

Nice game, dont have time to leave feedback atm, will do later.
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Post » Wed Feb 29, 2012 11:07 am

I guess it's a greate game.....but

I can NOT read a thing, because of the bad contrast and the used font
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Post » Wed Feb 29, 2012 1:02 pm

@Noga: thanks, looking forward to read it.
@Weishaupt: as a workaround you can ctrl+mousewheel (in FF) to zoom your brower's display.
It does the trick on my 1920X1080 monitor.
The fonts are small, but for the contrast, black on light yellow, I don't know if I can do much about it.
On my monitor with my tired eyes it displays "clearly".

Thank you for the feedback though, you confirmed something I suspected about the font size.
I'll try raise it for the final version.Kyatric2012-02-29 13:03:24
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Post » Wed Feb 29, 2012 1:07 pm

@Kyatric:

Look at a zoomed partial screenshot...



I think it's an issue of Fontsize (look like < 10 pt) and Anti-AliasingWeishaupt2012-02-29 13:09:16
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Post » Wed Feb 29, 2012 1:23 pm

@Weishaupt that's some serious magnification.
Even at full zoom, I can't display the font "as big" on my screen.

The borders are starting to "erase" a bit, but it is still majorly readable.

Oh yeah, my screenshot is from FF.
I had noticed google chrome displayed differently (fonts appeared lighter).

I'm using webfonts, and the font size for this peculiar text is actually 12.
For antialiasing, I have no idea where I could have any grasp on it in C2.
@Ashley, wouldn't you have a hidden tip for this ?
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Post » Wed Feb 29, 2012 1:30 pm

@kyatric: don't get me wrong. This is a pure personal issue. I know that my eyeside is far from "normal". Do not worry to much....Weishaupt2012-02-29 13:30:51
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