Drop Da Piew - Rotary Comp

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Post » Wed Feb 29, 2012 1:50 pm

@Weishaupt thanks for the notice anyway.
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Post » Wed Feb 29, 2012 3:35 pm

Funny game to play, set some high scores

I'm not keen on the semi tranparent blocks though (for the texts). Doesn't fit in with the style and the logo.
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Post » Wed Feb 29, 2012 3:59 pm

I kinda like the game but I don't understand the choice of colors, it's very hard to see clearly and it strains your eyes.. Other than that the fact that you can have user created content is amazing!
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Post » Wed Feb 29, 2012 10:01 pm

Thanks @Bicky. I'll see what I can do about the UI in the remaining time.

Thank you too @0plus1. For the colors I've been wondering.
I'm going for quite "enlighten"/"flashy" colors as a result of the several backgrounds effects applied.
This gives kind of a plasma effect. On my monitor it doesn't kill my eyes (when a full white page will tend to "strains my eyes" as you say).
I'm using the default settings of my monitor (I haven't even touch the luminosity/contrast settings).

I've been playtesting the game on FF 8.0 tonight on my mother's computer, and she's adding lot of luminosity to her monitor.
The result was indeed quite flashy and appeared with a kind of "washed over" look.

Would you mind trying it again and seeing if tweaking the settings of your monitor (luminosity/contrast) helps you getting a more pleasing/less hurting render ?

Thank you for the notice on user generated content, I believe it's an important feature for user retention on games and eventually the building of a community around the game.
I also append to have loved and played games for years which rely heavily on it (TrackMania Nations, Toribash) and append to appreciate the "other" creative side that comes along with it.

Thank you all for the feedback so far. I'll be sure to tweak the game to make the most of the points you evoked.
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Post » Thu Mar 01, 2012 2:38 am

Woops i guess i had better validate my level! - Here it is. Its more of a trial and error style of stage (I tried to make a stage to emulate the scenario i was having the most fun with while playing).

70,80,-14,1338,Genki,16,1,-1,15,-1Genki's ChallengeGenkiThis level was made by Genki[n] Best score you say? I DARE you to finish this level at all! [n] Bwahahahahaaahaaa..... Good luck!-15.397528164,-29.8099324141,13.3304899359,-126.59128397530,0,0,00,01,0,0,0192,192,270,0,3192,224,180,0,3224,192,0,0,3224,224,90,0,3320,288,0,0,3288,288,270,0,3288,320,180,0,3320,320,90,0,3384,384,270,0,3384,416,180,0,3416,416,90,0,3416,384,0,0,3192,416,180,2,3192,384,270,2,3224,384,0,2,3224,416,90,2,3384,224,0,2,3384,256,90,2,3352,256,180,2,3352,224,270,2,3160,288,270,3,3192,288,0,3,3192,320,90,3,3160,320,180,3,3352,448,0,3,3320,448,270,3,3320,480,180,3,3352,480,90,3,3448,160,270,3,3448,192,180,3,3480,192,90,3,3480,160,0,3,3192,448,270,1,3192,480,180,1,3224,480,90,1,3224,448,0,1,3416,288,270,1,3416,320,180,1,3448,288,0,1,3448,320,90,1,3

Completely understand that your not releasing the full cap! That you released anything at all im grateful for! Definately agree that you should be thinking about monetising an idea like this.

It seems i was more confused about the scoring than i thought last night. It could be more intuative if you started with an arbitrary number like 1000 and you lost points for the more moves you made instead of gaining points. Ending the stage with a 0 would just mean you made too many moves/drops to be competitive. I did understand that karma was the amount of tries but wasnt sure if it tied into your actual score or not.

About the hexagons - Why did i tick that box? I guess i thought it was (cpu)consuming effect. Its actually pretty cool when it doesnt change your orientation.

Looking forward to progress! Nice work.
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Post » Thu Mar 01, 2012 2:16 pm

General
At first it took me a while to get used to it, I felt the learning curve was steeper than I'd like it to be. Maybe there could be more tutorial levels, 2-3 for each block type? But after first 5min passed, than it's been all good.

What confused you?
How to use all block types. In every level, I've always put other blocks out of the way and used only square blocks. It's pity that the game allowed me to do that, there could be some levels where the player would've to use different blocks to reach the goal.

What did you like?
The whole concept, it's something new, that's plus. Than music, option to make own levels and share them(even though, I haven't used it), score table - compete with other players.

What did you dislike?
Graphics could be better, it's not I dislike it, just could be bit more fancy(don't know if it's the correct word)
Buttons could be not that flat, pointing hand could be shadowed etc. - something like that, add more detail.
But that all isn't important, I just wanted to write here something, you asked for it
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Post » Thu Mar 01, 2012 9:20 pm

@GenkiGenga: ^^


Cool level though.
I think there's more than one solution to your level, so that makes it possible to beat the score.

I will definetely won't display the karma, it's a legacy from an old version and it's more confusing than anything.

I like your scoring idea, starting from 1000 points.
Hopefuly it will make the score less confusing.
But that also mean you'll have to validate again your level before exporting it again once the new scoring system is up.


@Noga: Thank you for the feedback much appreciated.
I'll definetely add more (progressive) levels.
For now, there's a big gap between the 9 first levels and the 2 last.


Working on the game now, I will post a new version later tonight or tomorrow.
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Post » Thu Mar 01, 2012 11:33 pm

I like the game.
However the one drawback that I see is that for all your levels, the nodes only ever need to go in the 4 main positions (northeast, northwest, southeast, southwest) which means that even the most difficult levels are nothing more than a bit of trial and error.
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Post » Fri Mar 02, 2012 7:58 am

Haha, it seems I didnt make it hard enough! :)

I wanted to make sure there was at least 2 ways of doing it - but damn!

All sounding good, ill be happy to validate again and even add a couple more entries (at least) before the close date.
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Post » Fri Mar 02, 2012 10:45 am

@squiddster: Indeed, so far the levels tend to be solved in the four points you're talking about.
I rushed to have some more levels done for the 29th February, making a public release on the date of the previous deadline.

I'll do more levels with others solution.

@GenkiGenga: nice, thank you

====
Changelog for version Pub_b_02-03-2012

  • Remake of the interface (squares to circles, bigger font size, chrome still displays fonts "lighter" blame chrome works awesome in FF)
    Removed the rolling effect on the device (when touching hexa)
  • Remake of the tutorials animation (first 6 levels)
  • Removed Karma
  • Added the "new" score system : on start of level you're given 1200 points, moving the handle/performing jumps remove points from your score, bigger score the better.
  • Compression of all images to PNG 8bits, reduced the images folder's size by half
  • Made it so the the rotation of the handles/layers are now by steps (you move 1 (int) at a time).
    Hopefully this will make the game a bit more easier, and the solution more "the same" between author/editor and play/players.
  • Added visuals to notify the effect of the shape (feedback greatly appreciated on those, imo they are not too invasive, what's your opinion guys ?)


  • Link in the first post.
    Enjoy and thanks for all the comments feedback Kyatric2012-03-02 10:55:55
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