Crypta [Puzzle Game]

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  • I've never attempted a puzzle game before, but when I played some old shareware game lately I thought I might be able to recreate this in Construct.

    It's not an exact clone of that game and I'm using a completely different setting too.

    Your goal is to clear the crypt from the skulls. You play three rounds. The first lasts 60, the second 50 and the final third round 40 seconds. There are skulls in four different colors. You can swap one skull with another that's next to him. If you have at least 3 skulls of the same color in a row (vertically or horizontally)they will be destroyed. You can only swap skulls, not move a skull to an empty space. The more skulls you destroy at once the more points you get. If you swap skulls without destroying anything, you will get a score penalty. In round one it's only 1% penalty per bad swap, in round two it's already 5% and in round three it's an asswooping penalty of 10%. The final score is the sum of all three rounds. Round two will be doubled and round three, you guessed it, tripled.

    I guess that kind of explains it all.

    I've been only working on this for 5 days, so the graphics (and many other things)aren't finished yet. After all it's not even a pixel game, which is very unusual for me.

    Controls

    Left click = SELECT/SWAP

    Right click = DESELECT

    Space = Start game/back to title when finished

    Okay, check it out and give me some feedback.

  • This is very addictive, good job

  • almost bejeweled

  • I like the idea a lot

    The only thing I can suggest which would make it a little more tacitcal would be to have the remaining skulls "drop" and fill up the empty gaps. This would, of course, make it pretty much the same as bejeweled but with skulls... but that's awesome

    ~Sol

  • Ah yes it's called Bejeweled. I seriously couldn't think of the name. That shareware game I mentioned had a different title, but I guess it was just some random Bejeweled clone.

    [quote:2ewn1vgu]The only thing I can suggest which would make it a little more tacitcal would be to have the remaining skulls "drop" and fill up the empty gaps.

    I wanted it to be that way when I started working on the game, but ended up using skulls that don't drop down. Maybe also because I was a little lazy.

    In the meantime I've given it some thought and there will be a major addition to the gameplay. But it probably won't include dropping skulls. Will share an updated version as soon as it is done.

    And thanks for the comments.

  • This is nice.

    I'd love to see the skulls drop with physics. So when they dropped to the bottom they would roll slightly to one side. Hehe. You might have to put invisible walls in between the columns to keep them from all rolling into one big pile though.

  • I love puzzle games. This one is very decent, but needs polishing and some dark music to go along with it. I hope to see a finished product.

  • Okay I've restarted this from scratch since my cap was very messy again. I really need to get used to organize my events properly. Now I should be fine with this one at least.

    It's not a whole different deal now, but there are some significant additions and changes.

    When you destory skulls, new ones will emerge from below. So the playfield is always full. There's no timelimit anymore.

    However when the "hellmeter" (yellow/orange bar on the left)gets full, one random skull will turn to stone and therefore can't be swapped or destroyed anymore. When all 100 skulls turned to stone the game is over. You can lower the hellmeter by destroying skulls. Combos will get you much higher scores. You can also restore a skull by destroying something in the same line above it.

    Unfortunately the hellmeter will rise faster and faster the longer you play. So there's no escape after all.

    There are two problems I'm having atm:

    When I was testing the game a messenger window popped up and suddenly some skulls were moving out of the window into infinity.

    May have something to do with the game skipping some frames, therefore not detecting when the skulls reached their destination and keeps moving them upwards. At least that's what my simple mind came up with.

    The other problem has something to do with the box object. Somebody who tested the game didn't see the score and hellmeter boxes correctly, they were all bright blue and you couldn't read anything.

    <img src="http://img129.imageshack.us/img129/3064/scorewrongdn7.png">

    The bright blue box should look like the suicide button down there. Would be interesting to know if anybody has the same error.

    [quote:r1iufado]I love puzzle games. This one is very decent, but needs polishing and some dark music to go along with it. I hope to see a finished product.

    Yes this needs some fitting music. But all things audio will probably be the last thing to be added to the game. But don't get your hopes high, I'm not a composer.

    Here's the

    new version.

  • The other problem has something to do with the box object. Somebody who tested the game didn't see the score and hellmeter boxes correctly, they were all bright blue and you couldn't read anything.

    I have the same problem. It looks the same like on the screenshot.

  • You wouldn't happen to have a nvidia graphics card by any chance? Well anyway, I figured it out. It should work for everyone now.

    Try this.

  • You wouldn't happen to have a nvidia graphics card by any chance?

    Yes, i have nVidia graphics card. And it works properly now:

    <img src="http://img238.imageshack.us/img238/3074/cryptaeo0.jpg">

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  • link is dead. Can you reupload it

  • Here it is again:

    Download Crypta

    It's also a slightly improved version. Especially if you had problems running this on slower machines because the skulls went out of the screen, you should now be able to play this.

  • And which was the problem?

  • Low framerates. Sprites never reached their intended position, because they basically warped rather than moving properly. This was fixed by limiting the distance an object can travel in the first place. So if they moved further than they should, they're instantly reset to their intended position.

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