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Messages - CJ_COIMBRA

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16
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: January 18, 2014, 12:40:40 am »
Thanks for the support, Mario.

The basic difference from any regular match-3 game is that you use chess movement patterns to make your moves instead of just swapping adjacent pieces. Also, it consider additional pieces when searching for combinations as long as you have at lest 3 in a sequence. Example:

regular match-3
XXX
chesster
XXX
    X
and so on...

There are other details and one extra game mode but basically this what makes it kind of different.

Even so, I understand it is a game many will say no just because it is a match-3 kind of game or because they think it should be a tablet/phone game... I honestly don't know what to say in these cases, I think it is a matter of opinion.

17
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: January 16, 2014, 03:11:03 pm »
Thanks, Fizix.

Numbers last checked were 500 upvotes out of ~2000. 

18
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: January 14, 2014, 06:38:30 pm »
Thanks for voting eXpl0it3r!
Thankyou too Lo-X!

Yes, the amount of votes needed is kind of subjective. From what I've read on articles on this subject looks like you need to be on top X most voted games when Steam closes a batch of approved games. This X value could be top 100 or top 50. Recently they approved a group of 50 top voted games so it's something between 50 and 100.

What is nice to think is that when X games get greenlit,  your entry moves X ranks forward.

More than one source that I read mentioned the "magic" number of upvotes being something around 10,000 with around 30,000 total votes for a "good" game which is also subjective. Anyway I'll let you guys know my numbers here and fellow SFML devs will get the game for free if they like it.

I understand that's a lot and the odds are against my game but I am happy just being there and close to declare my game finished on a "solid" state. I am on this project for more than 2 years now...

19
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: January 14, 2014, 04:36:46 pm »
Thanks a lot!
A huge amount of votes is needed so every single vote is like a step closer!

20
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: January 14, 2014, 02:04:53 pm »
Hi there,

So we are live on Greenlight. If you feel like voting because you like the game or just to support a SFML made game, please go ahead and thank you!


http://steamcommunity.com/sharedfiles/filedetails/?id=214022703&searchtext=chesster


About development, we are close to an ending. Which certainly doesn't mean that there is less to do haha!

21
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: October 04, 2013, 06:39:10 pm »
While I work on solving bugs and adjustments, my teammates put together this site so we can get on Greenlight.

http://www.playchesster.com/index.html

The video is the official trailer we are going to use on Greenlight and others.

22
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: September 17, 2013, 05:04:37 pm »
Oh, I forgot this one:
Quote
@Matching Rules: Ah, I think that might be a big part of the answer for me.  Personally, those matching rules feel strange.  I would have expected it to be either 3, 4, 5, etc in a row, or 3, 4, 5 etc all touching each other in any pattern.  Requiring them to all touch each other but also contain a 3-in-a-row just seems arbitrary.  Again, I'll reread the tutorial and see if I missed something, but it doesn't seem like the matching you describe is in any way a critical part of the design.

Well I agree with you in parts. The problem is that my partner came up with this idea and according to him it is what makes the game different from other match 3 games. Worse or better... I don´t know. Back there when I was coding the matching mechanics I would love it to be the classic match 3 because it is way easier to acomplish than this hybrid we have now. Maybe if it´s better explained on the tutorials it could tend to be better than it looks like now.

23
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: September 17, 2013, 04:56:58 pm »
Hi,

Quote
...maybe the tutorials covering up what I was doing made it worse than it should've been?
Good idea, that will be done (removing the tutorial sheet from the center).

Quote
@High score: Yes, on the level cleared screen and on the level select screen afterward.  It's especially odd because the level cleared screen does show my "total," which seems right.  If that's different from my score then that's yet another thing I'm confused on.
After trying some times I could reproduce this bug. I´ll investigate why is this happening and should be fixed on the next build as it is critical.

Quote
-The tutorials say something about a "movement button" with a cross-shaped icon that I can't find anywhere in the UI.  No wonder I felt lost the first time I read the tutorial.
Yep, I forgot to change the text.

Quote
-The tutorials do not mention what happens if you fail to meet Demand, it only says that Demand is deducted from your score every turn.  I was looking for it this time so I'm quite sure it didn't come up.
  Does the explanation for this only appear after you fail to meet Demand? Because I don't think I ever failed that in the first level.
I forced the situation and it does tell that the board will shut, after the board shut for the first time. If it didn´t show for you then there is a bug with whatever triggers this tutorial frame. I´ll investigate.

Quote
-Very minor, but when you get a queen combo, let's say Queen's Coronation for 200, the +200 appears four times even though you get 200 points for it, not 800.
I am aware of this one. It´s a visual problem only like you´ve noticed. It´s on the (growing) list to-do!

Thanks for keep testing.

24
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: September 16, 2013, 03:35:07 pm »
Ok, thank you for the very informative feedback!

I'll try to comment on your items:

Quote
-I'm not sure if I agree with Kojay's claim about the tips coming up after you need them, tbh there's so much information in them I think it would've overwhelmed me all at once, BUT I think they shouldn't cover up the playing field so much, because then I forget what I just did and can't see what the effect was, and that definitely makes it harder to figure out for the first few moves.
Well it's clear that the tutorial needs work. We had a tutorial screen back on older versions that explained the game step by step but no one would care to read it then we decided to take it into the game, maybe we should think a bit more on this feature since the game depends on the player knowing what to do.

Quote
-I had a lot of trouble telling which chess pieces are which (the blue things in particular I had no idea were pawns for a while), so it might be a good idea to add some popup text to clarify that as part of the tutorial feature
We had a help frame just as the treasures and special combos for this but with the highlighting of the possible landing tiles we decided to take it out as it would be redundant. Did you notice the highlighting I mentioned?

Quote
-I have no idea why the "Demand" mechanic exists, maybe it was explained and I missed it but I just don't remember it and it seems really pointless.  Why not just let everyone keep all the points they earned?  It's simpler and more satisfying.
Well it is explained in the tutorial, to be more precise when the demand is subtracted for the first time. It is a game design feature, on the later levels (with higher demand values) if you cant satisfy the demand and your total score goes negative, part of the board will became unavailable (also explained on the tutorial). You can "open" the board again by getting positive. I'll raise this discussion with the game designer.

Quote
-In the top right it says "Next Tresure", which is not only a typo, but confused me for a while because it shows the treasure currently on screen, not the next one; not sure what the optimal terminology is for that
Yeah I'll fix that. There will be a little animation when you spawn the treasure as well.

Quote
-I'm totally confused as to what the criteria are for cascading (ie, after you do a match and new pieces fall to replace them, and those new ones happen to form a match, does that new set of matching pieces get destroyed and turned into points?).  Maybe I'm missing something, but to me it felt completely random when it did and didn't occur.
  Edit: Especially confusing is when I make three matches, then the game only counts one of them and ignores the other two, even when falling blocks didn't undo those matches.
Yeah, it's a loop. You move three pieces then the matching happens. After that, if no more matches are found, the existing pieces fall from their positions and new ones fall from the top, again, the matching happens ... if at this point no matches are found, then the total is calculated (turn score - demand) and it's your turn again.

The game shouldn't ignore matchs, if this happened then I got a serious bug to solve. However a match just happen if you have a least 3 horizontal pieces straight (or vertical). Example:

this is a match:
XXX

this is also a match:
X
X
X

and also this (even the irregular X below because I have the base 3 horizontally)
XXX
YYX

but this is not because I dont have at least three in sequence be horizontal or vertical:
XX
YX


Quote
-I see a lot of comments about queen combos but personally I had no trouble performing them (maybe that's been fixed).  My problem was finding the opportunity to do them; partly because of all the impenetrable blocks I had a couple useless queens lying around for most of the game, but in the end I did manage two of them, so I assume this is deliberately balancing.
-The tutorials really should switch themselves Off after the first usage.
We had problems on the past, but they were solved I guess. Special combos using queens should be very special and  we are trying to find a balance here.

Quote
I got 3/4 treasures and 790 points.
-Hmm, it says my high score is 50, not 790.  No idea what's going on there.
I'll check this, could be a bug saving the score perhaps. Did you notice this on the "level cleared" screen ?

Did you by any chance run into game crashes? Would you kindly provide my your computer specs?

Again, thanks.

25
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: September 16, 2013, 05:34:24 am »
Thanks for taking the time to play. I´ll take the points you mentioned to the main designer for discussion.

Quote
Despite being this fuzzy, I got 1305 pts and 3/4 treasures. At no point did I feel I would not make it or that I had to really sink into thought.
The ideia here is to increase the difficulty each cleared level. Maybe the first one is too easy?

26
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: September 16, 2013, 03:53:17 am »
Hi, again.

After a long period it seems that we are getting to the end of this! So, I´d like to invite anyone interested in puzzle games to test the full game this time (not the demo). The game has 8 levels that you unlock one after each other in the normal mode and 64 quick puzzles that you also unlock the next one.

It still has some bugs and stability issues that we are aware of and working to fix them. The idea is to try the Steam Greenlight so any feedback is welcome in order to improve our chances to get there.


http://www.mediafire.com/?ooh9fnlstw9zjc3


Thanks.

27
Graphics / Re: Sprite.SetColor issue
« on: August 23, 2013, 09:23:56 pm »
Quote
Did you try making your image white/gray and setting colors on it instead? That might be better.

Thanks for the suggestions. This was the way to go.

28
Graphics / Sprite.SetColor issue
« on: August 21, 2013, 04:24:59 pm »
Hi.

I am having a bit of a problem on this situation: I have an animation with a few frames that should be reused with different tints but I couldn´t match any of the colors the designer provided as RGB values. I did some reading on the subject and it seems that SetColor multiplies the current color of the sprite by the provided values.

Sample image to be tinted


Colors that I want to achieve after using SetColor (the characters are irrelevant please ignore them)
 

So how can I get the correct RGB values to use with SetColor in order to get my desired colors?

Thanks.

29
Is there a playable version already? Seems very good.

30
Feature requests / Re: SFML 2.0 for iOS
« on: June 12, 2013, 02:33:03 pm »
The day SFML gets to iOS is the day I'll abandon Unity3D.

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