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Re: Flipper v1.2b
Posted: Tue Jan 08, 2008 10:11 pm
by sock
Hey Shallow thanks for the feedback. Did you have any favourite levels? When you say more middle phase levels, which one's do you mean? Do you think the new stuff is introduced too quickly?
The 3d multi room stuff is just an idea, I feel this game has reached its maximum lifespan. I am going to start my next game project and only do critical gameplay bugs for flipper from now on. I have learn't a lot of interesting game design lessons from flipper and hopefully my next project will be easier to create.
Thanks everyone for all your feedback and suggestions
Sims
Re: Flipper v1.2b
Posted: Wed Jan 09, 2008 12:09 am
by Survivor
sock wrote:Hey Shallow thanks for the feedback. Did you have any favourite levels? When you say more middle phase levels, which one's do you mean? Do you think the new stuff is introduced too quickly?
The 3d multi room stuff is just an idea, I feel this game has reached its maximum lifespan. I am going to start my next game project and only do critical gameplay bugs for flipper from now on. I have learn't a lot of interesting game design lessons from flipper and hopefully my next project will be easier to create.
Thanks everyone for all your feedback and suggestions
Sims
Before you do answer this one since it seemed you missed it.
Survivor wrote:Is it possible to use a trace-back approach to randomly generate solvable puzzles. Simply start at a random tile, have some ai increase tilecount instead of decrease as it goes about its way and set a certain number of steps while randomizing direction etc. It could even include simple specials like the jump or threefold increase/decrease although I doubt the exploders/vacumers would fit.
What I should add is that this would random puzzles which are solvable in at least one way, while players may find more.
Re: Flipper v1.2b
Posted: Wed Jan 09, 2008 10:28 pm
by sock
Survivor: It is certainly a good idea but I have had hardly any feedback from anyone on the puzzles with the game. I am not convinced that a random puzzle generator would be played at all. I really don't want to mention anything negative about the game but I feel I need to wrap it up and move on.
I plan to finish off a puzzle completion screen and add some music / effects and final release it. A good friend has offered to sort out the lack of music and effects for the game so I will do one more release.
Thanks
Sims
Re: Flipper v1.5
Posted: Fri May 07, 2010 9:43 pm
by sock
shameless *BUMP*

New version, all info in top post.
Re: Flipper v1.5
Posted: Sat May 08, 2010 12:22 am
by Hipshot
I need sound for this.
And wouldn't it be better if the game reset itself when you can't move around anymore, instead of having to do it yourself? (This is really annoying)
I upped the speed of everything in the config by adding another 0, that's nice. Now I want WASD or Arrow movement, there's some kind of .2second delay after you click on another tile.
Re: Flipper v1.5
Posted: Sat May 08, 2010 7:18 am
by sock
@Hipshot, yeah I was going to add some sounds once I got the gameplay right. It should have some music as well but the music/fx controls with the TGB engine are just terrible, I might even try a different engine because of all the stupid problems I get with TGB. (GG recently updated the TGB engine and broke the build function, so no one can build their games anymore. No update, no fix, just a forum post, 'oh yeah we broke it', unbelievable support!)
Yeah a couple of people wanted everything to go faster and reset quickly but if you are wanting to rush all the time then this is a problem I need to fix. Why are you in such a hurry? I was planning to add an undo function so you can go back through your steps so you don't feel the need to reset. The reset function is a seperate button so you can see where you have gone wrong. How far through the puzzles did you get?