Save the Wall - [Android Version - WIP]

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Post » Fri Dec 11, 2015 4:20 pm

Update Jan. 24: my app is now available on Google Play. Urrah!

And now, finally, I published my first game in Google Play. Ok, it's not completed but I'm so proud.

Why don't you download and test it? Then, let me know what you think, please :roll:

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Update Jan. 13

Finally there is something that you can play! I published on Scirra Arcade the first public beta of my first game.
PLAY! PLAY! PLAY! :D Really this is the link to the game.

It's not perfect but I'm happy for what has been done until now.

And now, a GIF with the new things of the game

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Update Dec. 30

I changed drastically graphics. In this way I should be able to easily create new levels. And, I hope, the game should be more fun.

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Old version (Dec. 11)

This is my first game.
It is not finished, of course. It is a demo. I worked a couple of weeks. And I spent a lot of time learning how to do the simplest things.

By the time I worked on the dynamics behind the game. I created three levels.

The first is a square. Very simple to create and set up.

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The second is an arched window.

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The third is a mouse.

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Then I worked on the graphic interface. I created a menu and the Settings screen. The links are still not functioning.

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I admit to being quite happy with the result.
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Post » Fri Dec 11, 2015 5:32 pm

hey way to go - you've definitely invested quite a bit into this and I really think it shows! are you able to make levels pretty quickly with the engine you made? how do you win/lose?
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Post » Sat Dec 12, 2015 12:23 am

Thank's @mudmask

Yes, make a new level is quite fast: about twenty minutes, half an hour.

I have not decided exactly how to set the victory condition. I think that will change depending on the level. In some there will be a number of points to be reached: each bounce count as 1. In other levels I'll set a minimum time of play. In others there will be objects to hit. But I have yet to play a bit 'before deciding.
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Post » Mon Dec 14, 2015 9:22 am

This your first first game you are coming out with? Good job! Looks really great. Not so traditional approach on this kind of a game. :)
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

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Post » Mon Dec 14, 2015 7:08 pm

Thank's @taistelusopuli

I hope to post a playable demo within the next week. I just have to figure out how to save on smartphone game data (points of the last game, the maximum score, the level reached, etc...). I am trying using a dictionary and the plugin "local storage".

For the moment I could not understand how to manage the music and sounds.
I know, it is not a difficult thing. But for me it's a great little victory.

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Post » Tue Dec 15, 2015 1:41 am

I sense a very frenetic and quickly-click game coming there. Seems really funny.
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Post » Tue Dec 15, 2015 8:54 am

el3um4s wrote:Thank's @taistelusopuli

I hope to post a playable demo within the next week. I just have to figure out how to save on smartphone game data (points of the last game, the maximum score, the level reached, etc...). I am trying using a dictionary and the plugin "local storage".

For the moment I could not understand how to manage the music and sounds.
I know, it is not a difficult thing. But for me it's a great little victory.

Little victories win the war. Start small an eventually you master the big things ;) You releasing all mobile platforms or just Android/iOS?
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

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Post » Wed Dec 16, 2015 12:26 am

@JPatchZ
Thanks! :)

@taistelusopuli
Thanks!
For the moment I'm testing only on Android. For me the most important thing is to learn how to make good use of Construct 2. In the future, who knows?

Today I worked on the goals of the various levels. This is my idea.But I am not sure this is the final one.

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Post » Wed Dec 16, 2015 9:03 am

That looks pretty good there! Keep on working ;) I'd probably tune the blue background a bit and the boxes. They are somewhat, voiceless and without character. The idea is there. Is there replay value? Other than beating one's own high score per level?
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

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Post » Wed Dec 16, 2015 2:26 pm

@taistelusopuli thanks! And thank you for your tip.

The idea is:
  1. each level has a specific objective
  2. if the target is exceeded it passes to the next level
I have not yet figured out if I'm able to create many different levels.

By the time I found a small bug

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Maybe create a single layout for all the components of the main screen is not a good idea. Or probabilemnte I missed a few conditions.
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