Fuzzball's Fortress

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Post » Tue May 14, 2013 12:06 pm

GamesWarp Studio is proud to announce the release of Fuzzball Fortress. A limited version of the game is also available on Scirra Arcade (- no screenshots allowed since popup windows are disabled).

CAVEAT: We are still tidying up the level designs, so mind the mess for now...

Fuzzball's Fortress is a physic-based puzzle with 24 levels (which can be easily edited using a text editor). In the game, you must defend Fuzzball from a horde of spiked bombs by using polyominoes to build a structure around it.



There are seven polyomino pieces you can pick from:
* 3 tiles that are the standard staple from Tetris - a 4-tile T-shaped piece, and 2 L-shaped pieces of differing orientations.
* there's also a huge L-shaped piece made up of 5 tiles.
* 2 jagged S-shaped pieces made from 5 tiles.
* and a 6-tile straight piece.

In the online version, we have decided to be generous and unlocked all 24 levels for you. Pick on any level to play.

In the game, you select a puzzle piece from the available palette using the LMB (left mouse button). Place the piece down on the grid with the LMB. You can rotate pieces via the RMB. Pieces that have been placed on the grid can be removed by simply clicking on them with the LMB.

Click on the Play button to begin the barrage of spiked bombs. If Fuzzball survives, you win that level.

Click on Fuzzball anytime to return to the level select screen. Do remember to click on the camera icon to take a screenshot of your solutions (or of any funny moment - especially when your fortress collapses from the onslaught of spiked bombs). Send all screenshots to https://www.facebook.com/FuzzballsFortress. We will be posting some of our solutions there.

Enjoy!
necromaster2013-05-14 15:00:08
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Post » Wed May 15, 2013 5:11 am

Some minor changes done to the code to take care of the "load level" action.

Both online and Scirra Arcade versions have been updated.

Known bugs:
The game still behaves incorrectly if you run a level without placing any puzzle pieces down. Clicking on the retry button in this case will create some problems. If that happens, click on Fuzzball to return to the level select screen.

Please do provide feedback.necromaster2013-05-15 05:12:32
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Post » Wed May 15, 2013 9:51 am

Hmm, for me it looks like an alpha version or a prototype, Im right ?

The idea is great, havent seen something like this before. But there are to many bugs, the interface is totally ugly and there are many things missing like the rotation of the puzzle pieces.

Before I forget it, I love the background.

Over all I would say, the idea is amazing but you use only "easy actions". I think a game like this with this functionalities is made in 2-3 hours.

What you could add:
- Rotation
- Score System at the end of each level something like, "Ohh you need only 4 pieces this are 3 stars"
- Achievements
- Replay
...


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Post » Wed May 15, 2013 11:23 am

This is looking good...
As long as I can move left, right and fire, I'm Happy...
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Post » Wed May 15, 2013 11:33 am

@darklinki:
Hmm... you probably need to take a closer look at the instructions. Piece rotation is already there - just use the Right mouse button.

Yes, the score system is not in place right now, because it is really a prototype effort - done in one shot over the span of 3 days. I am thinking of using some star icons, but that would be too mainstream. Anyway, what I have in mind will require another few more days of implementation effort.

In fact, the game's level designs are still being worked on. Luckily, all the level designer needs is a text editor; level data is read in from an XML file.

And no, I don't think you can accomplish this kind of effort in "2-3 hours" with such detail... and especially from scratch and without any pre-made code or ready-made artwork. What you also don't see is that there is an underlying array system to cater for expansion of future game mechanics. There are even hidden tools built into the game to help in debugging and editing - just hit '-' and '=' to see them.

So no, I disagree with your generalization of 2-3 hours.

Not forgetting that artwork, level design, and music - which is being handled by only one person for the entire project. Yours truly. So I hope that would help you understand the constraints I am working under. Thanks.

EDIT: Before I forget, the backgrounds were done with the help of the GMIC plugin for GIMP. If you are an artist, get your hands on it immediately. It's that good.

@All: Thanks for the feedback so far.

necromaster2013-05-15 11:45:35
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Post » Wed May 15, 2013 12:25 pm

With the 2-3 hours I talk just about the playable prototype, no arts, music ore something like that.
Also with the XML Level Design.

"and especially from scratch and without any pre-made code"
This is wrong, I would say 60 percent is given in c2.

And sry the hidden tools I dont found.

I just wanted to say that this game will need much more work but this could get with some expansion(different bullets with different effects or something like that) to a really good game/app. Its like angry birds, just that the player is the pig :D



PS: Rotation does not work at me
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Post » Wed May 15, 2013 12:46 pm

With the 2-3 hours I talk just about the playable prototype, no arts, music ore something like that. Also with the XML Level Design.
I think I understand what you mean. Yes, it's a possibility, if I throw everything else (but the good old kitchen sink) out the door.

This is wrong, I would say 60 percent is given in c2.
Sorry, but I think things got lost in the translation... code is there no doubt, but I don't look at what's provided anymore. But never mind, let's agree we disagree, so we can move on.

And sry the hidden tools I dont found.
PS: Rotation does not work at me

The tools are accessed via keyboard, using the "-" and "+" keys. Get into the game (past the main menu and level select screens) and press the keys there.

The game was not designed with Touch... so it only works with mouse and keyboard for now. I have no idea why rotation doesn't work for you... you must have already selected a piece from the palette to be able to rotate it with the RMB.

I just wanted to say that this game will need much more work but this could get with some expansion(different bullets with different effects or something like that) to a really good game/app. Its like angry birds, just that the player is the pig :D

Pigs? Oh yes, of that I am fully cognizant. But I wouldn't want to call it Angry Pigs... or even Angry Fuzzball.

Yes, the potential for this game is excellent, but the game needs quite a bit more work. Which is why I have the array system in there... plus I will need a serious artist and sound effects guy on my team to brush up the game to its fullest potential.

Anyway, thanks for the comments. necromaster2013-05-15 12:47:47
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Post » Wed May 15, 2013 8:51 pm

That's a cool concept
I had the idea of doing a similar thing in my construction sandbox here
I agree that it could be a great success with a angry-bird like finished quality
Some things you could do is to add some animations to your "Fuzzball" because he's not "alive" even if he claims he is :p
Also a limited number of part for each level could help the challenge
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Post » Thu May 16, 2013 2:54 am

Thanks lemo... your construction sandbox is looking real pretty too.

If I were to do a limited number of puzzle pieces... I would have to design the levels AND solve them first.

To tell you the truth, I haven't gone about really solving them because of the sandbox nature of the game. Even though you may find a couple of solutions over at https://www.facebook.com/FuzzballsFortress, I don't think they have been fully optimized to use the fewest pieces possible.



I will be looking for an artist to help me finish up the artwork. I would absolutely love to give "Fuzzball" some fuzzy personality. necromaster2013-05-16 02:54:33
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