(iOS) Sidecar Split - 1000 downloads!

Show off your games, works in progress and everything else made in Construct 3!

Post » Fri Aug 25, 2017 4:07 pm

Hello all,

I have just released Sidecar Split for iOS and I was hoping that you guys would have a go (and maybe leave a nice review if you like it?). Simply tap to split and tap again to recombine, trying to avoid all the cars, police and even tanks!

Image

iOS: Apple App Store

Or just play it on the Scirra arcade: Scirra Arcade (really appreciate some feedback/ratings here too)

Image

EDIT: Just coming up to over 1000 downloads! Woot woot!
Last edited by ThePakernator on Wed Jan 24, 2018 9:21 am, edited 10 times in total.
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Post » Sat Aug 26, 2017 6:59 pm

Had to reupload to publish a leaderboard. Here is the new link: https://www.scirra.com/arcade/action-ga ... plit-21211
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Post » Wed Aug 30, 2017 9:01 am

Nice project, fun too! Congrats on the release.

Would be curious, if you don't mind talking about it, how you set up the procedural progression of 'encounters'?
B
17
S
8
Posts: 251
Reputation: 2,179

Post » Wed Aug 30, 2017 10:54 am

facecrime wrote:Nice project, fun too! Congrats on the release.

Would be curious, if you don't mind talking about it, how you set up the procedural progression of 'encounters'?


Hello there!

Thanks for your compliments facecrime. And yes, I would be happy to discuss the setup - perhaps it would be easier if you could clarify exactly the progressional element you are interested in?

Thanks for you interest!

Scott
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Post » Wed Aug 30, 2017 3:47 pm

Your the selection of placed obstacles seem to take their predecessors into account, like no double police cars in sequence on the same lane, or in general the e increasing frequency of lane changes. I'd like to know how the obstacle placement is controlled to create increasing difficulty but also avoid repetition (if it does).
I can think of ways to query these things, but i was wondering if you had a particular setup to handle it efficiently?
B
17
S
8
Posts: 251
Reputation: 2,179

Post » Wed Aug 30, 2017 5:50 pm

facecrime wrote:Your the selection of placed obstacles seem to take their predecessors into account, like no double police cars in sequence on the same lane, or in general the increasing frequency of lane changes. I'd like to know how the obstacle placement is controlled to create increasing difficulty but also avoid repetition (if it does).
I can think of ways to query these things, but i was wondering if you had a particular setup to handle it efficiently?


Ah yes I see. This was probably the biggest challenge to overcome - to make sure that there was always a path for the racer to pass whatever the difficulty. This may be quite difficult to explain without sharing the capx. I'm afraid I only really used a brute force technique, covering all spawning situations (e.g. if a police car is in the left lane, only spawn cars in the right lane, so there is still a path for the motorbike to pass in the middle.) The basic setup of the spawning is documented below.

Overall, as the time went on there was not too much increasing of the frequency of lane changes, apart from a few more challenging (e.g. roadblocks including tanks) obstacle sets being introduced as your score increases. Disregarding this small contributor, the only reason why the game gets more difficult is really due to the increase in the motorbike's speed.

All of the obstacles spawning is done with timers. Every (10 x (1 / motorbike speed)) seconds, the game attempts to spawn a car in a random lane. Then, every X seconds, the game attempts to spawn a roadblock or a police car. This is also done in a random lane in a random combination. The game does not detect if there has been repetition or anything like that, it just uses a random timer and then a lot of if conditions to ensure the cars appear randomly yet still allowing a way through.

Image
Image
For the most complicated of combinations, I simply laid it out exactly how I wanted it to appear:
Image

This is only a small snapshot of the code (>1500 lines in total!), so it will still be difficult to understand.

Please ask if you need help with this knowledge drop!
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Post » Thu Aug 31, 2017 3:55 pm

Thank you for the detailed response! Gives me a good idea of how you did it.
This kind of system is the most interesting thing when making randomized/procedural games.
I occasionally ponder trying my hand at this kind of thing, but I never quite get around to it.

Hope you have a good ad system in place, I think that's where the most revenue can be generated with this sort of project.

Thanks again for sharing, and good luck
B
17
S
8
Posts: 251
Reputation: 2,179

Post » Thu Aug 31, 2017 4:34 pm

facecrime wrote:Thank you for the detailed response! Gives me a good idea of how you did it.
This kind of system is the most interesting thing when making randomized/procedural games.
I occasionally ponder trying my hand at this kind of thing, but I never quite get around to it.

Hope you have a good ad system in place, I think that's where the most revenue can be generated with this sort of project.

Thanks again for sharing, and good luck


@facecrime No problem at all - thanks for you interest! I am actually making no profit from this game - for my first one I wanted to just get it out there completely free to see if I could do it!

I would really appreciate if you could leave a nice rating and/or comment on Sidecar Split on the arcade - feedback really helps me improve my gamedev skills as well as getting my game out there!!

Thanks,

Scott
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Post » Sun Sep 03, 2017 12:04 pm

Nice concept!
Bushy Ball\Boatman Bill\Sticky Web\Snake

Image ImageImageImage

During the gold rush it was a good time to be in the pick and shovel business
B
54
S
17
G
1
Posts: 265
Reputation: 6,442

Post » Sun Sep 03, 2017 1:24 pm

sizcoz wrote:Nice concept!


Cheers sizcoz! Any feedback is much appreciated. :D
Sidecar Split has been released on the Scirra Arcade, on the Android and on iOS!
Image
B
14
S
3
Posts: 49
Reputation: 1,442

Next

Return to Your Construct 3 Creations

Who is online

Users browsing this forum: No registered users and 0 guests