Amazing Abdulah!

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  • Hi there! I've started a game that i'm going to call Amazing Abdulah! I'm just waiting for the familys to work properly before i start for real!

    Nothing of this is actually finnished yet, but the description of the finnished game will be something like this:

    The goal is to finnish each level without killing Abdulah. Use your mind powers to throw things around. you will have to build ramps to get up to places, you will have to cover up dangerous places, and you will have to throw stuff at your enemies to kill them!

    I'm posting this just to share my ideas, getting feedback, and to feed the community a little!

  • Nice physics <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> Innovative movement system, it conveys the floaty feeling of being magical rather well I think <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Talking about families, Ashley I sent you an email with the family bug i reported.

  • Talking about families, Ashley I sent you an email with the family bug i reported.

    oh please! if you say something off topic, you can at least say something on topic too.

  • Nice job on the movement of the character. He does seem really magical and floaty.

    Just a few suggestions:

    Make him move a little slower. If the object of the game is to avoid obstacles and pits and such, he's a little too zippy for that to be much of a challenge. If I move at just the right time in his "bounce," I can zip across the entire screen and avoid everything on the ground. Also, he bobs up and down kind of fast. Maybe he should cut down on the caffeine <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    Abdulah's little ghost trail is pretty sweet, but it's being made in front of him, which looks a little odd.

    Perhaps a drag-and-drop feature as well as the "launch objects" feature? To add to that... when Abdulah has a hold on an object (like when the user is picking up a plank or a crate or something with the left mouse button held) then maybe he could rotate it left and right with a couple of additional key controls? Like he's, you know, manipulating it with the power of his mind. It would make placing objects easier I think, like making a bridge across a gap or something.

    It might be interesting too to limit his field of influence, like if an object is too far away he can't pick it up or launch it. Maybe the player could tell where the area ends by the magic glow around the eye fading, or something. There could even be powerups (and power-downs?) to change his field of influence. Just a thought.

    Nice demo, though. Keep it up!

  • Nice ideas there! Since i posted the demo i've added a nice way to select the power! It calculates the distance between the eye and the object and multiplies the power with that (up to a certain limit). I'm impressed by how redicolously easy it was to create a nice transparent sprite and make it stretch and rotate towards the mouse! it worked and looked perfectly on the first try!

    I've lowerd the gravity and ajusted the forces a little to stop him from being so hyperactive, but since i'm a victim of the "no decimals-bugg" it's hard to make it perfect since i can't really ajust the mass.

    I can't fix the ghost trail either. I tried to set the ghost to back every time it is created, and i've tried to allways set it to back, but nothing works.

    I'll make a influence limit right now! I'll Do what you said and make the glow dissapear!

    I might make the "total Controll" as a power-up! That's a nice idea! but I kind of like the way you just throw stuff around right now. It would feel like a level editor otherways. Now you need some skills to get the objects where you want them!

    Right now three bugs stands in the way of completing this game, and i'm just getting started. Construct still got some work to do <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /> But on the other hand.. with mmf i wouldn't be able to do this at all.

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  • You might just try creating the ghost trail on a layer below the main layer. It doesn't have to interact with anything, does it?

    As for the level editor aspect... it wouldn't feel so much like a level editor if there were meanies trying to get you and you had to quickly drop what you were doing and chuck some rocks at their heads <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

    And there could always be limits to his power, like not being able to levitate or manipulate certain things. I remember this one DOS puzzle game from when I was a kid where you had a wand that could turn anything into anything else (you could even turn a wall into a bad guy, or turn the exit door into a coin), but the wand didn't have any effect on iron objects. It could be something like that. Or like how the Green Lantern can't affect anything that's yellow for some weird reason.

    But I'm sure you have your own ideas about the play mechanics, I'll stop backseat driving now <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • game looking good mate.

    darn, i lost the sites URL after a you have any idea how hard it is to find construct through google o.0


  • comes up #1 when googling for "Scirra", maybe you should've remembered that <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • At the early hours of my construct usage, I had some problems finding the site too. (It's bookmarked now <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />)

    I found it by googling "construct 0.86"

  • The problem i'm having right now is that i want the "throw-stuff-engine" to work on every object with a specific family. That just doesn't work. If i remember it right, you can't add a force to a family.

  • Ah, I see. I suppose it would be handy to add movements to families as well as objects.

    I know that Ashley's added private variable support for families in the latest build, so there is a workaround... perhaps you could re-write the engine to convert private variable information into force for individual objects? Kinda like:

    [Throwable (Family)]

    • Stone
    • Box
    • Other Stuff

    [Stone (Pvt. Variables)]

    • forceAdd
    • selected

    [Box (Pvt. Variables)]

    • forceAdd
    • selected


    Then instead this (which is what you have now):

    + On Left Clicked on Stone
    	[li]Set 'selected' to 1[/li]
    + On Left mouse button Clicked
    + Value 'selected' equal to 1
    	[li]Set force 12000 toward (eye.X, eye.Y)[/li]
    You could do this:
    + On Left Clicked on familyThrowable
    	[li]Set 'selected' to 1[/li]
    + On Left mouse button Clicked
    + familyThrowable.Value('selected') equal to 1
    	[li]Set familyThrowable.Value('forceAdd') to 12000[/li]
    + Stone.Value('forceAdd') Greater than 0
    	[li]Set force Stone.Value('forceAdd') toward (eye.X, eye.Y)[/li]
    	[li]Set Stone.Value('forceAdd') to 0[/li]
    + Box.Value('forceAdd') Greater than 0
    	[li]Set force Box.Value('forceAdd') toward (eye.X, eye.Y)[/li]
    	[li]Set Box.Value('forceAdd') to 0[/li]
    Hope that makes sense.  Now get back to work! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />
  • Aah, clever! I'll get back to it as soon as possible!

  • It says now that familys should work with movements, so i tried it. I replaced the first event in the throwing engine with the family, and everything went crazy. Check it out.

    If Ashley is working on fixing the familys+movements i might as well wait until the next build. Im soure it's fixed by then if we point it out.

    Ashley. I now officially point out that the familys don't really work with the physics movement.

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