Showing off my swipe controls for changing scene in my game (Feedback?)
StormyStudio
United KingdomMember Posts: 3,989
Good evening GameSalad folk of the world.
Posting again to get some feedback on the user interface I've created for my game 'Horror Box' which has a long long way to go before the game is ready.
The premise of the game, is that your stuck in a lift and have to solve puzzles to escape, before finding yourself trapped in the next 'Box' type environment, be that a train carriage, phone box, coffin, padded cell...etc. Hoping to allow around 30 minutes of gameplay for each environment your stuck in.
The below video, shows my menu in the making and then a basic textured lift, which the user can drag and swipe to change the view in the lift, drag down to look up at the ceiling, drag up to look down at the floor, (reversed so it feels familiar like in Safari) then left and right...etc.
The lift is yet to be populated with all the puzzle solving items, but I just wanted to nail the user interface first, I did'nt want the screen cluttered with arrows or large touch areas for moving round the scenes.
Also if you don't drag for a few seconds, the breathing movement start again. (as seen in the menu)
(Filmed my iphone 4 running the game using my wifes iphone 3GS...sorry for the breathing...next time I'll hold my breath)
Posting again to get some feedback on the user interface I've created for my game 'Horror Box' which has a long long way to go before the game is ready.
The premise of the game, is that your stuck in a lift and have to solve puzzles to escape, before finding yourself trapped in the next 'Box' type environment, be that a train carriage, phone box, coffin, padded cell...etc. Hoping to allow around 30 minutes of gameplay for each environment your stuck in.
The below video, shows my menu in the making and then a basic textured lift, which the user can drag and swipe to change the view in the lift, drag down to look up at the ceiling, drag up to look down at the floor, (reversed so it feels familiar like in Safari) then left and right...etc.
The lift is yet to be populated with all the puzzle solving items, but I just wanted to nail the user interface first, I did'nt want the screen cluttered with arrows or large touch areas for moving round the scenes.
Also if you don't drag for a few seconds, the breathing movement start again. (as seen in the menu)
(Filmed my iphone 4 running the game using my wifes iphone 3GS...sorry for the breathing...next time I'll hold my breath)
Comments
The swipe motion would still have the same effect, and I think it works pretty well for your type of game.
Love the breathing effect by the way!
You'd get weird angles going on when tryin to draw it all as one image. In grisly manor it worked well though, seein the view through a door of the next part of the screen. Will have a think.
The nice thing about it being on separate screens is I can keep the project quite tidy. hmm or am I making excuses.
You may well be right
Edit: I think you are right, annoying as I'll have to sit and do sone more maths to get the camera jumping to right places. Anyone know what the widest a gs game can be is?
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
So things to do,
Change the setup so all the sides of the lift are in one scene, so you only have to load the level once.
@Gyroscope, regarding the swipes, I think your right (I've spent ages getting it as close as it is), but its setup so I can easily keep tweaking it as I work on the game, until it works as expected, at the moment you have drag at 75 pixels from where you first touch, and keep your finger touching for like 0.3 seconds once you've swiped (needed a slight delay to stop GS to getting confused). When I show it to my wife she tries to flip round the lift as quickly as in the photo viewer on the iphone. It should help things once its all in one scene as there will be no delay with the loading.
Cheers
If you know what I mean.
That would be more fluent and would give a better feel about what you are doing.
Nice idea though, I'll have a think how to make the movement as smooth as possible
Like flickering light.
Make an actor top of the layer, which flickers light.
Make the animation without that SFX.
No matter which animation you play, the light will flicker. Just don't show the source of it, so you don't have to make different animations.
The animations should be just a filler.
Like when you see in movies, when the bad guy throws a knife.
The camera makes a whooosh
and then they show the other guy with a knife in his troath.
The knife was always there, but the camera whoosh did an effect, which makes you believe that it would follow the knife.
So they made you belive, the knife was actually flying and it has hit the guy.
If you understand what I mean.
Thanks I'll make a visual whoosh transition.
Thanks
While a whoosh effect may be suitable for a thrown knife, it is not necessarily suitable for turning in an elevator :-)
I imagine it so:
Make one scene with the whole elevator.
Show the door.
If the player taps on the door, show an animation opening a door and tranisiting (fade in-out) into the elevator. Check it with an attribute if the player is in the elevator.
If he is in, replace the background with the last one, which you showed in the animation (back wall of the elevator).
Spawn any items, you want to be used.
When the player swipes to left, play an animation turning to the left and change the background to the last image of the animation.
Destroy any items, you had in the previous one and spawn the new items, which you want to be usable.
And so on.
With attributes like
inelevator back
inelevator left
inelevator right
etc.
you always can check, where the player is facing and what items to destroy or spawn.
But I think, you know this, so I don't have to explain...
So you can spare loading times within one setting.
Of course I don't know, what your game is about and how the gameplay works, but you know, what I mean. You can adopt it, how you think is most suitable for your needs.
I was just thinking loud, how I would do it...
Good luck with the game! :-)
Thanks, I appreciate your input. And thinking out loud on the GameSalad forum I find is the best way to write.
I think I'm going to try making an extra wide scene first.
As spawning and destroying actors, and keeping track of associated attributes could get confusing when you start problem solving any bugs etc. At least if its all in one big scene it will be easier to keep track of stuff. I think I'll partially use your idea,
for example the flickering light, as you said I can just have an image with a blending mode that flickers on and off over everything.
But at one point in the game, I want the lights to go off and glow in the dark paint to appear, so I can change the backgrounds then with an attribute 'lights off'.
I'm gonna tinker with it a bit over lunch, then back on it again tonight... With a good 5 hour stint penciled in for Saturday night.
Any tips welcome...currently on Ginger Beer, then tea, then hot chocolate...(Alcahol free Game making...what ever next)
I'm hoping the 1 hour spent sorting out the maths and numbers on paper on my lunch break at work will make it plain sailing....unless my numbers are wrong then I may drink a real beer..
Edit: Top tip, keep saving versions of the project...just lost 2 minutes work, but could easily of been worse...
Your game looks great. Could you please tell me how you got your scenes to slide off. I have the effect kinda working, but it will not go straight down. It seems to go to the side. Weird! Or maybe it's me.
Thank you very much.
Explain your setup and I will do my best....is it the menu bit you are referring to?
my minds a bit fried after trying to achieve what I wanted tonight.And only acheiving 50% of what I hoped to get done.
I now have all my game scenes in one scene, with the same swipe mechanism, but only setup for going left at the moment, as its a bit of a maths mess at the moment. Will post an updated video once its working properly.
move camera right round scene, with cool camera moves all in one scene. I know its possible cause it works fine going left round my cube, but going right.... AAAAHH! damn you mind.
Yes, I am asking about your menu system. What I am looking to do is: I have two full size actors, the one on top, I have a timer and would like it to slide off the screen after 10 seconds. I have everything working except I can't get the actor to slide straight down. It always seems to go down and to the left or right. This must be a math thing? Maybe I'm doing it wrong.
Thank you again.
Evening again...
Just checking you should make your scene height twice the normal, and animate the camera from one to the other, and not have the actors constrained to each other in a normal sized scene, as it will be far easier and you can move around both full size actors in the preview window.
Then simply have it so, if button is released change an game.attribute to 1, then if that game.attribute = 1, move the camera control actor up to the middle of the other full screen actor....using interpolate. Check the positions of your actors, and work out the correct numbers....
Let me know how you get on, if your still stuck I'll make a quick project file.
Edit: I thought it was gonna work perfectly that test...but nope...just all went a bit damn crazy....2 days of solidly trying to solve behaviours is damn knackering...