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1 decade ago
by MikeH
I've completed the tutorial levels for my puzzle game, Coco Loco!
There are 11 tutorial levels in all, they're pretty easy so new players are eased into the game mechanics slowly and are ready for the fiendish levels that come later on.
You can see it at
http://174.143.210.212/cocoloco/
Please let me know how hard/easy you found it and if my tutorial instructions are clear.
Cheers!!
Mike
looks very good!
two quick comments
1) i noticed that if I don't hit all the stars, I cannot progress. Kinda makes it frustrating to hit them all perfectly after the 10th time.
2) it takes too much time to detect once the ball touches the ground (after unsuccessfully hitting the stars).... it's similar to angry birds, where once the bird is used, it should quickly explode and let you know the results.
to circumvent problem 2, you can include a 'reload level' button at the top right of the game screen. So that as a gamer, when I notice that I didn't hit the stars right, i'll quickly refresh and try again. ( maybe it's just my impatient attention-deficit-gaming disorder, lol. )
1 decade ago
by MikeH
Level reload button is in the works :)
The initial idea was that you have to hit all the stars with just one launch of Colin, now I'm wondering if there should be a certain amount of attempts before the level resets and you have to start again... thanks for your feedback!
1 decade ago
by MikeH
Oh, don't expect it to work on the iPhone. I'm doing something that stops it working (not sure what yet, don't have an iPhone to test it on!) and the input methods, screen size and level sizes need tweaking for mobile devices.
1 decade ago
by ceej
Hi Mike, looks good :)
I have one question.....how did you hide the mouse cursor?
Many thanks
1 decade ago
by MikeH
In the CSS I added cursor: none; to the #canvas part.
1 decade ago
by Colin
Hey MikeH,
Thanks for making a game about me! Although I have to say it doesn't really look anything like me ;)
But seriously, it's fun to play. I think the tutorials were an excellent way to learn about the different components. I agree with fugufish that automatically restarting faster after hitting the ground would be better.
Great job!
1 decade ago
by MikeH
The free version with 20 levels is up at
http://www.cocolocogame.com/
Hope you enjoy getting all the achievements! :)
1 decade ago
by domrein
Really fun game. Crashes Chrome 13 beta if you place a teleporter on the coconut. Also, it'd be nice if you made the game a little bigger. The canvas looks really tiny on my screen.
1 decade ago
by MikeH
domrein - thank you!!! Someone reported a chrome crash but couldn't remember what they did, all they knew is it was something to do with portals.
I'm having the graphics redone so I can make the canvas bigger, and adding a count to the tools tab at the top to show you how many items you have in it.
Thanks! :)
1 decade ago
by MikeL
Fun game. Nice graphics. Seems like a good game for mobile.
1 decade ago
by Danimir
Hi. Nice graphics and game!
How did you implement the custom cursor?
This game causes Safari 5.0.5 Mac to crash. Chrome is fine. I think it's the sound.
1 decade ago
by MikeH
Wow I didn't realise how poor the state of html5 audio was! Thanks for the report :)
1 decade ago
by MikeH
@Danimir, use css to turn off the cursor for the canvas (cursor: none) and then I have an EntityTarget which updates it's position to the mouse position.
Nice game Mike! I had fun playing the levels!
@MikeH
Love it! Very clever.
I'm curious to know what you used to build your menu UI?
1 decade ago
by MikeH
Thanks, quidmonkey!
I didn't use anything other than Impact to build the level select and the tools menu. I would have used HTML but I plan to get it releases on iPhone once all the levels are designed, so I kept everything using canvas.
1 decade ago
by fulvio
Is your game still available somewhere to play online? I couldn't find it on the AppStore unless your game is Coco Loco by Chillingo Ltd.
1 decade ago
by MikeH
Sorry for resurrecting such an old thread...
The top link should still work, but Chillingo isn't me. Either they happened to have a game in development with exactly the same name and similar gameplay, or they saw mine and decided to...
Lesson learned - put out "lite" versions to limited testers, release to everyone only when you're ready.
I definitely did not read the initial how to, but it was pretty easy to figure out and get going!
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