Maze Manor on Google Chrome

  • Thanks Bob! I'm so glad you liked it. The game is 640x960 pixels it was designed for the iphone4(still waiting on scirra to fix some stuff so I can make it for mobiles). I realize the pop out game window is large and some laptops might not be able to see that size. That is why I included the basic window zoom in/out key commands in the description on the Chrome store.

    To zoom out simply press CTRL- on a PC or COMMAND- on a MAC.

    With this you can set the size to your liking.

    Also please give me a good review on the chrome store, and thank you for supporting the small guys like us!

  • Also setting the screen size in C2 is very easy, and you can even have it stretch to fit(which is great for mobiles), but if I set mine to stretch to fit the screen get messed up if the user makers the window an extreme size(example 10x1024), so I went with the games native size(that I choose) 640x960.

    To set this for your game simply select the project top folder and in the properties there are settings for the window size.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Also setting the screen size in C2 is very easy, and you can even have it stretch to fit(which is great for mobiles), but if I set mine to stretch to fit the screen get messed up if the user makers the window an extreme size(example 10x1024), so I went with the games native size(that I choose) 640x960.

    To set this for your game simply select the project top folder and in the properties there are settings for the window size.

    Thanks for the quick answer. The keyboard command works perfectly.

    Interesting problem. I wonder if the user could pick screen sizes dynamically?

    Anyway, I gave you an good review and I'm looking forward to the Android version.

    One thing I wonder about. I'm still working through the first tutorial, but I wonder if you can move in a grid of, say, 32x32 pixels. Moving pixel by pixel lets me get stuck too often.

  • I would imagine that you could. It would probably have to be done with some kind of expression. I had to make a bunch of crazy one's for my game and I am no programmer, so don't get overwhelmed with expressions. C2 makes them pretty easy to do. I would guess it would be something like this:

    when you press left arrow = player.X(+32)

                   right arrow = player.X(-32)

                   up arrow = player.Y(-32)

                   down arrow = player.Y(+32)

    player would be the name of the sprite you want to move. That sprite would probably need a behavior so it would go threw other solids. Solid might work or a 8way movement with the default controls set to NO.

    Also you mentioned getting stuck. You won't get stuck on walls(solid) if they are position exactly next to each other with the collision set to bounding box on them. In other would don't leave little jaggy edges on your walls.

    Also Thank you for the review it was well written! I'm sure you bought the game because you can only write a review after you buy it, but for some reason I can't find your info on the merchant end of google. I think that the chrome store may be on a bit of a delay or just plain buggy. Would you mind telling me the name of the email it was purchased under? This is just me debuggy google.

  • I'm not sure about the screen size question, but after your trouble with my game I started setting up a key commands page for Maze Manor that will display at the start of the game(in case people didn't notice it on the chrome store)Thanks again for the positive constructive input. Maybe an onscreen button that will grow and shrink the screen(simple sending the ctrl+or- key commands)

  • I would imagine that you could. It would probably have to be done with some kind of expression. I had to make a bunch of crazy one's for my game and I am no programmer, so don't get overwhelmed with expressions. C2 makes them pretty easy to do. I would guess it would be something like this:

    when you press left arrow = player.X(+32)

                   right arrow = player.X(-32)

                   up arrow = player.Y(-32)

                   down arrow = player.Y(+32)

    player would be the name of the sprite you want to move. That sprite would probably need a behavior so it would go threw other solids. Solid might work or a 8way movement with the default controls set to NO.

    Also you mentioned getting stuck. You won't get stuck on walls(solid) if they are position exactly next to each other with the collision set to bounding box on them. In other would don't leave little jaggy edges on your walls.

    By stuck, I meant that the movement is pixel by pixel and if I press the keys a little bit too much or two little, I overshoot a corner and have to back up to turn down a tunnel. I prefer quantum moves like Zelda, not ultra-granular moves like L.A. Noire, where I run over curbs and people way too easily. It's hard to drive a car with a game controller. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • To prevent overlapping walls and people, use LERP, checking families... =]

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)