Icarus - Wave Attack

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Post » Mon Apr 22, 2013 10:07 am

Hi Excal,

although I'm tempted by the idea of a collaboration, I have a ridiculous amount of projects to get through at the moment (I was just five chapters away from finishing a novel, when I decided to start making a computer game instead!). I might be able to help out in a limited capacity, though.

well done in cutting your project size by 2mb. How big is it in total at the moment? It might be worth trying out some of the larger art assets in different file formats to see if that makes a difference (such as turning anything from png32 to png8, or jpg; you can do this from the sprite editing screen)- I managed to trim about 5mb off my project that way (though you can lose a little quality, that's probably better than having players give up before playing the game due excessive load time).

When I get the chance I'll give the game a test on my wife's ipod touch (which is the closest thing I have to an iphone) and report my results back to you.

Anyway, keep up the good work.
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Post » Mon Apr 22, 2013 10:15 am

Construct 2 estimates the total download size of the game to be 16.2MB; previously it was 18MB.
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Mon Apr 22, 2013 10:24 am

@excal

that doesn't strike me as being too big; my own board game was close to the 15mb mark at one point (before I optimised it a bit, got rid of all oversized objects, unused SFX and compressed some of the images to get it down to 9mbs). I'll time the load on my ipad during my tea break, and let you know what I get.

Just had a play on PC for the first time, and the game handles brilliantly with the keyboard controls; I love the ship thrusters, and the enemy ship a.i. and difficulty scaling is pitched just right.

Anyway, a cuppa and a computer game beckons!
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Post » Mon Apr 22, 2013 10:26 am

@Dave,

Thanks for the wonderful comments! I've spent the past two (was it three?) weeks redoing a lot of it. The enemies actually have a 'behavior' and don't just use pathfinding AI to chase after the player all the time, haha.

You can read the latest devblog post here: http://www.exeneva.com/2013/04/icarus-game-jam-submission-almost-ready/

I'll be doing a video devlog soon as well.
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Post » Mon Apr 22, 2013 10:40 am

@excal

just tested it on ipad3, and it took exactly 1 minute and 30 seconds to load (using Chrome browser, though that probably doesn't make a difference), which isn't that bad (if you get get it down to a minute, you're laughing!)

One thing I did notice (which may have been mentioned elsewhere by others) is that on the PC, the scoreboard stays up when it's game over, and you can review your progress. On the ipad, the scoreboard vanished instantly and the game began again. This is probably happening because on the PC I needed to click the screen to start, whereas on the ipad my fingers were already 'in touch' on the screen so it thought I was wanting to begin again.

This problem can easily by solved by putting a well positioned start button on the highscore menu, located away from the edges of the screen where the players fingers are likely in touch, rather than having it be 'touch anywhere' to begin.
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Post » Tue Apr 23, 2013 1:00 am

@Dave, this is an issue I am aware of, I just haven't gotten around to fixing it yet.

Game is now submitted on Newgrounds: http://www.newgrounds.com/portal/view/616011
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Post » Tue Apr 23, 2013 8:58 am

@excal

well done in getting your game uploaded.

I've just had a quick test on the PC, and it seems that because of the way it is displayed in a browser, whenever you move the arrow keys on a keyboard up or down to manoeuvre the ship it moves the screen as well (which means you can't always see what you're doing). This is using Internet Explorer 9, by the way (I'll try Chrome later)

Thought I best let you know, as there's still plenty of time to fix things. I'll try on the ipad later and let you know if there's any other strange occurences

- Dave
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Post » Tue Apr 23, 2013 9:04 am

@Dave,

I'm aware of this issue, and have contacted Tom about it. If nothing is done before April 30, I plan on withdrawing from the competition entirely as I wouldn't want people to rate my game low just because the page isn't optimized for HTML5 games.

I don't know how Scirra arcade does it, but they should post details somewhere and/or maybe share it with Newgrounds.
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Post » Tue Apr 23, 2013 9:10 am

Okay, just tested in Chrome and I got the same issue. The worst part of it is whenever I press the space bar to shoot, the screen scrolls down and obscures the picture completely.

Having just done more testing, it seems that if you click the option to play the game in a new window it completely fixes the problem, so providing that's mentioned somewhere in description text you shouldn't have anything to worry about (phew!). Perhaps you've already mentioned it somewhere and I simply missed it?

Anyway, best of luck with everything - I'll test the game more later.
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Post » Tue Apr 23, 2013 9:12 am

Ooh, a lovely bit of Cross-Posting there!

The button you need to press is the middle one, to the right of where it says 'Icarus - Wave Attack'.

So, no need to withdraw from the competition, which would've been a shame considering how much effort you've put into the game.

- Dave
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