My very first game ever!!! - Feedback MOST WELCOME

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Post » Sat Apr 05, 2014 8:56 pm

taokodr wrote:Wonderful game for kids! I love the idea of a game that teaches while you play.
...Wonderful job! Keep up the good work! :)


@taokodr
THANK YOU for your kind words and for taking the time out to test the game out.

taokodr wrote:1) On stage 2 in the middle right section of the map it is possible to stand without a platform (I supplied a screencap)
2) The hamburger patties (I assume) do not have a sound associated with them when your player moves over them
3) Occasionally, I was unable to pick up any more groceries after I dropped one into a cart. This seems to happen if I drop a grocery and then try to pick up another before the previous drop has completed.


regarding the bugs:

again THANKS so MUCH for helping. I was able to tackle the first 2 already, and will post it by the end of today hopefully.

Just as an FYI if it helps anyone else out:
1- The problem was that her collision was the default box given to her sprite.
I cropped her and all her different animation cycles and that took care of it!

2- you were RIGHT! there were so many foods to keep track of, i missed that one,
but i mapped it with the correct audio, and it works now :) Luckily I have an Eventsheet Master,
so i only had to make the change once, and it propagates to all the other levels. :)

the 3rd...im unsure of how to fix. If you have an suggestions, i am open to trying it out, as this problem has been with me since the begining.

THANKS again. i cannot tell you how appreciative I am for the commentary & advice!
cjuliao
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Post » Sat Apr 05, 2014 9:51 pm

Glad to help. I'm new to Construct 2 and it's so much fun seeing the creative uses of the resource.

For #3, I don't know a definite answer without seeing code. The only possible thing I can think of is to make sure the falling grocery event isn't tied to the carrying/not carrying status of your player(?). Also, does your space bar toggle the player's carrying status or does it definitively set it to the not carrying state?

In any case, good luck and keep up the good work! :)
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Post » Sun Apr 06, 2014 6:46 pm

taokodr wrote:Glad to help. I'm new to Construct 2 and it's so much fun seeing the creative uses of the resource.
For #3, I don't know a definite answer without seeing code. The only possible thing I can think of is to make sure the falling grocery event isn't tied to the carrying/not carrying status of your player(?). Also, does your space bar toggle the player's carrying status or does it definitively set it to the not carrying state?
In any case, good luck and keep up the good work! :)


@taokodr
Thanks again man!
If you'd like to see the code, I've provided the following link to the .capx file at the beg of this post:
http://caito.coffeecup.com/capx/newts_bag-it_wip.capx

Feel free to give me any tips/suggestions regarding best practices as well
since im such a newbie at this,
Im sure my Event Sheets, Layouts, and code decisions in general, could use some help.
If you have any recommends regarding such, I am all ears. :)

Re your ?'s on the spacebar:

The food is automatically 'pinned' to the character when he passes through it.
It then sets a pinned variable to True so he doesn't pick up any other foods.
Then awaits a spacebar click to drop the food off.

its not a toggle, but as you deduced,
a definitive change to 'unpin' the food to the character.

I hadn't thought of a toggle, but now that you mention it,
it could be a better system to help the child make a decisive choice
instead of being unintentionally latched on to a new food.

Thinking it over, I like that idea better,
but I'll have to run that one by my client,
as its definitely a different approach to how they envisioned it.

again. MANY thanks for your time & consideration.
Its reassuring to know there are others out there willing to help one another out in the spirit of good will alone.
tks for that, & best wishes dude!
Last edited by cjuliao on Mon Apr 07, 2014 5:12 am, edited 1 time in total.
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Post » Mon Apr 07, 2014 5:01 am

@nimos100
However I tried to play it with sound, and regarding problem one, you need to add some check to the player so if they are currently carrying some food item, and the sound have already been played it shouldn't play it again. You can do that if you add a Boolean to the player which by default is set to True, lets call it "Play_Food_Sound", then when the player picks up a piece of food, you add a condition to where you play the sound that this need to be true, and then you set this to False as you play the sound. In you "Space" event which drop the food, you set it to True again. That should solve it.


TOTALLY worked nimos, THANK YOU!!!

i also fixed the foods that were "half-off"
and added your suggestion of a <esc> for main menu,
many thanks for the GREAT TIP!

which gave me the idea of putting in a reset when you press <return> in case anything goes wrong
so THANKS AGAIN for your time & reaching out

best regards-

Carlos
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Post » Mon Apr 07, 2014 4:52 pm

nice game interesting idea
Carlo Andrei Mercado

Animator, illustrator, concept artist, special effects for games.

[email protected]

http://f-fman.wix.com/portfolio-ffman22

http://ffman22.deviantart.com/



tutorials:



https://www.scirra.com/tutorials/950/dynamic-mini-map dynamic-mini-map tutorial



https://www.scirra.com/tutorials/9479/p ... ing-damage falling damage platform tutorial



originally published by ffman22
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Post » Tue Apr 08, 2014 5:47 pm

ffman22 wrote:nice game interesting idea


thanks Carlo! :)
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