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First Game-Space Bombs! Would appreciate some feedback!

JScottJScott Posts: 143Member, PRO
Hi everyone, new to GS. I'm enjoying playing around with it, pretty easy to get started-especially with all the helpful folks on here sharing solutions. Thanks for that, the forum has helped in a lot of frustrating situations.

I've got 10 levels of my first project, wanted to load it on arcade to try it out and get some feedback. So, first of all is this done? The game isn't finished, but playable.

So if that's accepted practice, I'd love to hear whether the game has potential.

http://arcade.gamesalad.com/game/116518?filter=newest&platform=html5

Doesn't play exactly right on arcade, most disappointing is no sound. (Anyone know how to fix that?) But, seems to mostly work.

Looking forward to getting involved!

Comments

  • JScottJScott Posts: 143Member, PRO
    edited November 2013
    Trying to add screenshots, doesn't seem to be working! I'll figure it out.

    Here at least is a description:

    You've crash landed on an unknown planet! Your robochanix can repair the ship, but it will take time. One problem...bombs are falling from the sky!

    Flick the bombs into the alien ooze before they destroy your ship. Watch out for the blocks, which each behave differently.




  • tahakitantahakitan Posts: 102Member
    i played it a bit and its creative. it has alot of potential. you should change the scene around on each level to make it different terrain maybe some floating terrain/platforms and horizontal movement for extra obstacles. a horizontal movement could be space rocks moving through the air and it can hit bomb and make them explode. I wouldn't recommend the blue green blocks increasing for every level. it seems repetitive and can get boring. I only went to lvl 2 though. I don't know if you change it up on the later levels. Also different type of bombs that have different bounce speed and effects would be cool. The text scene that describes it should have something like a menu and tutorial. make it something more than just text. maybe an animation presentation of the space shuttle landing by using a move command of change attribute command. etc.

    finally, last but not least I think you did awesome for your first game. I didn't do as good as you did on my first game. it is really impressive! awesome job and I think your game has good potential.
  • tatiangtatiang Posts: 11,908Member, Sous Chef, PRO, Senior Sous-Chef
    edited November 2013
    Not sure how it is on a device but on a Mac it feels like the actors are too small to be adequately responsive. You can increase the "hit" area by using something like this instead of When Touch is Pressed:

    When [all] Mouse is Down AND When game.position.mouse.X > self.Position.X-40 AND game.position.mouse.X < self.position.X+40 AND game.position.mouse.Y > self.Position.Y-40 AND game.position.mouse.Y < self.Position.Y+40
    [behaviors]

    The example above would work if you clicked/tapped anywhere within 40 pixels of the actor's center.

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  • JScottJScott Posts: 143Member, PRO
    edited November 2013
    image

    @tahakitan Thanks for the awesome feedback, spot on. I was thinking similarly, but hard to get perspective when you've tested it hundreds of times along the way!

    @tatiang really great tip, was wondering about that!

  • SocksSocks London, UK.Posts: 12,822Member
    tatiang said:

    Not sure how it is on a device but on a Mac it feels like the actors are too small to be adequately responsive. You can increase the "hit" area by using something like this instead of When Touch is Pressed:

    When [all] Mouse is Down AND When game.position.mouse.X > self.Position.X-40 AND game.position.mouse.X < self.position.X+40 AND game.position.mouse.Y > self.Position.Y-40 AND game.position.mouse.Y < self.Position.Y+40
    [behaviors]

    The example above would work if you clicked/tapped anywhere within 40 pixels of the actor's center.

    @tatiang

    Great tip, I'd always constrain a larger actor to the main actor and use this larger actor as the hit area, but your method is much neater and saves two constrain behaviours too, a simple but excellent tip !
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