New "Lunar Smoke" Demo
Kamazar
Member Posts: 287
After revamping practically everything from the old version (which I'm not necessarily proud of, but hey, it was my first attempt , I've come up with this: http://gamesalad.com/game/play/51621. New graphics, new physics, new levels, new everything. These are the first five levels, and things aren't quite as polished as they could be, but it's pretty good for a solid 4 days work, and I've been away from GS for a while.
If anyone has any questions, I'd be happy to explain and make a template or something.
If anyone has any questions, I'd be happy to explain and make a template or something.
Comments
It had me hanging in there until the bitter end.
I was thinking about making one of these but opted to try something easier first.
I think you'll have to make sure the instructions are very clear in the final version. Also, the controls will make or break this game!
I wish you the best of luck, mate!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
One question, how did you do the smoke effect?
Tnx
I actually stumbled across the smoke effect by accident. I basically wanted it to have the same properties as a particle, but without the particles getting deleted every time I spawned more.
http://img709.imageshack.us/img709/4706/smokeeffect.png
Basically, what I'm doing is spawning an actor with a single image (which I'd include, but it's just an airbrushed, white circle against a transparent background, making it impossible to see). Every 0.1 seconds, I subtract 0.075 from the alpha so it fades smoothly. The first accelerate basically just sends it in a random direction to disperse it. The second is to counteract gravity. I'll have a template posted in a second.
Template: http://gamesalad.com/game/play/51833
LOL...the last puzzle is too easy...(you just wrap from left to right and ignore the wall!)...oops!
Great job regardless. I'm sure this demo will be a great helper.
@Synthesis, that's kinda the point. I want the first 10 levels to be easy but get the player to start thinking outside of the box (most of the levels have more than one way they can be completed). I kinda want that level to make people think, "ooooh", and chuckle are their own foolishness, but I really don't know how it'll turn out. For the harder levels, I'll actually have to sit down with a pencil and paper and map them out. Maybe when I'm at the point of beta testing, you'd be willing to help me out, gimme a few pointers?
I decided to update it and upload the next 5 levels, since the first 5 are pretty short, and share a couple new gameplay elements. I also did a few changes to the GUI, but I'm still not satisfied with it. Style just doesn't feel consistent enough. Also tweaked the controls a little. Comments and suggestions welcome as always.
Oh, and quick question. Say you saw this on the AppStore. How many levels would you expect?
At the graphics of course would need more "pop". The game needs more 3D effects in it....more bubble like or more illustrative. Something like FMG stunt squirrels type illustration or something like Apple's "gelatin" effects.
Some nice background textures would be good too!
I recommend iStock for some of these graphic enhancements if you are "lacking" in the graphics dept.
Overall you game play is smooth and responsive (albeit the ship gets out of control easily). You just need to build your puzzles, improve your graphics and your HUD needs to be really polished. Then you may have a really solid game. Graphics are what sells iPhone games.
Just some suggestions.
I love seeing creative effects with GS!!
A really tiny little version would make for nice car exhaust