Super ScrapBot

  • well bud the scraps are going behind the walls for sure , try slamming the drone with a bunch of scraps and you'll see

  • I just can't for the life of me replicate this bug. I've tried on mobile, desktop and even the slow browser on my Xbox. As it's potentially a bug in construct 2's psychics and I have no record to work off there's very little I can do to fix it.

  • unless these are intentional, the grammar police will be visiting you.

    allot is not a word : a lot is correct.

    propper : proper

  • Thanks for the feedback but merriam-webster.com/dictionary/allot

  • Correct. However you are not using it in that context. You are using it to indicate value.

    vocabulary.com/dictionary/a%20lot

    And I'm easily able to duplicate the bug by slamming into a wall. The collect scrap vanishes.

    *edit*

    Not sure if they're going behind the wall or vanishing as intended. One suggestion is that if the vanishing is intentional that you add in an animation and sound to confirm to the user that they were destroyed. As it is now, they just disappear without explanation.

  • Ah I see what you mean. I’ve used that incorrectly for a long time!

    When you hit all wall with the scrap, they are destroyed by the impact. This is a feature that’s going to be tweaked in the next release.

    The issue as I’ve had it described is that the scrap appears on/under the wall. Still visible but unreachable. This I’m unable to replicate.

    Thanks for taking the time to play my little game!

    Edit:

    Just seen your edit, I’m making the regular scrap much harder to break and more obvious when they do. Hopefully this will clear up any confusion.

  • Found a potential cause of the issue. Some of your block sprites don't seem to have the collider in the right place. Here, I'm able to put a scrap behind a block.

  • Now that is one I need to fix, looks like it’s missing a vert. Wonder if that could make an opening

  • I must say, I am incredibly grateful for all this feedback. I can throw as many features and updates to the game as I can but unless other people understand what they are it means nothing.

    And if I can make the games mechanics understandable just through gameplay, it’s always more preferable to a wall of text or diagram. Obviously it’s difficult and relies on a lot of feedback but at the end of the day, I believe it makes a better game.

  • And if I can make the games mechanics understandable just through gameplay, it’s always more preferable to a wall of text or diagram. Obviously it’s difficult and relies on

    allot

    of feedback but at the end of the day, I believe it makes a better game.

    lol, you did it again.

  • Can’t break a habit of a lifetime xD

  • V0.029

    • Changed dialogue trigger to a custom event trigger to give more objective possibilities.
    • Increased the strength of scrap blocks. Should be impossible to break by slamming.
    • Reduced the timer on scrap piles from 20 to 8 seconds.
    • Capacity added to scrap collectors! Now each scrap collector has a unique capacity giving some more tactical decisions to the player.
    • Added level timer.
    • Level 4 is now playable!
    • Level 1 spelling mistake fixed.
    • Fixed wall collision bug.

    I need lots of help play-testing level 4! Please let me know your thoughts.

    Play it here: hayes2d.itch.io/superscrapbot

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  • great fixes man, level 4 worked out perfect.

    level 3 has an issue , the other green tank stays locked so i can't get to the collector

    https://i.imgur.com/epYwyWh.png[/img]

    imgur.com/epYwyWh

  • This game is awesome, very well done! You can tell there's a lot of attention to details (I love the fireflies light effects and the bats flying around). Do the dialogues really need to interrupt the gameplay though? I found that a bit annoying. I feel like they'd be better if they'd appear as a pop up at the bottom or some corner without actually pausing the game.

  • xicx whoops! I had to miss one didn’t I! Cheers

    Paoloq Really appreciate the feedback. I have had one or two people mention the dialogue so it is something I need to address but I’m not sure on the best action at the moment.

    If I allow movement it can get fairly problematic especially as I introduce enemies, fragile scrap an circular saws. Last thing anybody wants is to drift off into danger when trying to read. The other issue would be that key information might be missed. Most of the issues people have had while playing is that a mechanic has been introduced without proper explanation. Whole dialogue sections could easily be missed while one open and the player still moving.

    I think it needs a more elegant solution but for now I’ll keep the dialogue interruptions as little as I can.

    One possible solution is to add VO. I might run a test for that at some point.

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