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Tower Building/Mall Running Game : Pixel Heights


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#21 D8MIEN

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Posted 24 March 2012 - 04:08 AM

Yeah. it works but only if you unzip. sorry about that. weird though


No problem, It's because, as soon as you start the game, It checks for a save file, and it can't check inside of the zip for a savefile.

jeko -----------------------------------------------

Thanks, glad you enjoyed it!

Rekulath -------------------------------------------

Yay! I am really glad that you like it. I'm happy you like the music and art style!

I do plan to add a lot more variety, for now i was just trying to get in most of the features that I wanted, then after that, add more sops until I have plenty of variety.

I'm wondering if there will be a bigger limiting factor on the progression of the tower.


Oh yea, It just has tons of money for now so you guys can find bugs and play around with it. Also, the elevators wont just poof people all around, I want to make the shoppers call the elevators and have to wait for it, so you can upgrade the stacks of elevators to be faster, and higher level elevators will even randomly get tipped from riders.

Shops will take time to build, and will be upgrade-able. They also wont stock instantly, which will be the downside of managers, since they wont have as good of judgment as the player. The stock will be delivered by a vehicle.

I also am curious if you are going for a game actually like Tiny Tower or something where its more about the building less about the managing


It will be really about both I hope. I think I just really would like it to be nicely customizable. Which would have alot of building and customization to the individual buildings, and if you don't want to worry about the managing (Thanks to icuurd12b42) there will be managers to do that part for you, but managers will cost a little bit of extra money.

If you want to bounce any ideas off of me or want any more suggestions for features or things to add as you go, I'll be happy to. I found your game fun to play and I will keep trying it as you add things to it.


Thanks, will do. I'm glad you like it!!
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#22 D8MIEN

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Posted 26 March 2012 - 12:18 AM

Updated, check out the new way to place buildings.

Click the ground a ton to clear it and make the platform. Then you can build. There is a new statistics button on the left of the screen when a shop is selected.

How do I add the little "spoiler" type bar to hide some of the pictures, I'm up to quite a few.

Edited by D8MIEN, 26 March 2012 - 12:20 AM.

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#23 icuurd12b42

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Posted 26 March 2012 - 01:05 AM

upgrade on lobby

___________________________________________
ERROR in
action number 1
of Mouse Event for Left Released
for object lobbyupgrade:

Error in code at line 1:
if upgrade < 7
^
at position 4: Unknown variable upgrade


and you can call multiple helies clicking a number of ready blocks
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#24 D8MIEN

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Posted 26 March 2012 - 06:00 AM

Ok, I'll fix it. The upload will have to wait until my internet gets fixed. It's down for now, should only be a few more days.
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#25 D8MIEN

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Posted 29 March 2012 - 09:56 AM

My internet is back up, and I'm still working on the game, I'll try to get the new version out tomorrow. Did anyone check out the little statistics menu for shops? Check them by selecting a shop, the statistics button is on the left, the bottom most button. It's still very plain and not done, I just wanted to know if you liked the layout.
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#26 Rekulath

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Posted 30 March 2012 - 01:27 AM

My internet is back up, and I'm still working on the game, I'll try to get the new version out tomorrow. Did anyone check out the little statistics menu for shops? Check them by selecting a shop, the statistics button is on the left, the bottom most button. It's still very plain and not done, I just wanted to know if you liked the layout.


I got a chance to play your new version today (still running in the background) and have some input:


The addition of adding timers to buying stores and elevators is perfect. It controls the flow pretty well and makes you think about your placement. One thing you should do though is start balancing the money to time invested ratio now by letting us test with a small amount of money to start the game. This will help you balance the game as you go, as saving up for that next floor should be an important part of the gameplay.

The helicopter is well done and a fun touch to adding stores and elevators. Perhaps you could add in additional things you could build and bring in with the helicopter, like building decorations, signs, etc, that could hang on the outside of your tower. You could then have these building "decorations" apply bonuses to your tower, perhaps increased % from sales or decreased stocking times, or anything you can think of.

The stats screen is good so far layout wise, and makes the shops much more interesting. But...

The graph is not very easy to understand as it is right now and could be labeled a lot better. I'm not quite understanding the values and its making me feel stupid. :biggrin: This is probably not a good thing, and although I understand sales per minute, it seems the numbers on the graph don't make much sense.

The clicking the ground to put down concrete to put down a lobby... get rid of it. :tongue: It ends up being tedious and rather pointless, and if you want to have something to show you aren't building on grass, perhaps change it so you can click and drag to create your foundation instead of having to click over and over.


A few questions:

Are you planning on giving stats or actual names for your managers, or are you planning on going further and letting you hire more employees for your stores?

Will you add in time progression while the user isn't playing? If you come back after an hour, you have made x amount of money, and stores y and z are ready to place down. Its nice to just set stuff or stock stuff, and then close it and come back later. I had this working in an earlier version of my game by simply saving date_current_datetime() when the game autosaved, and then compared against a new date_current_datetime() on load up to simulate how much time had passed. Unfortunately those functions are broken in the current version of GM:Studio so I don't have it implemented in my current version.



Overall great update and look forward to trying more. You seem to work very fast, which is daunting as my game moves at a snail's pace.
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#27 D8MIEN

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Posted 01 April 2012 - 11:15 PM

NEW UPDATE!! Finally, sorry about being a few days late.

One thing you should do though is start balancing the money to time invested ratio now by letting us test with a small amount of money to start the game. This will help you balance the game as you go, as saving up for that next floor should be an important part of the gameplay.


Great idea, I plan on making the ratios for how many shoppers come to the mall, how much they want to spend and an overall rating for your mall. I think your idea could play a really nice factor to the shoppers happiness variable.


The clicking was a bit much, i lowered the amount of how many times the ground has to be clicked before its ready, but I might completely remove it next time.

The graph is not very easy to understand as it is right now and could be labeled a lot better. I'm not quite understanding the values and its making me feel stupid. This is probably not a good thing, and although I understand sales per minute, it seems the numbers on the graph don't make much sense.


I do want to add some labels on the side, I've just been putting it off for now, It's going to be a pain, since the labels will vary with the amount of sales per minute you're getting.

The chart takes the amount of sales in the last so many seonds(I forgot how many), and moves the next variable back and so on. Then it averages a minutes worth of those sales values. It's kind of hard to explain, If i had more time i could probably explain it better.

The addition of adding timers to buying stores and elevators is perfect. It controls the flow pretty well and makes you think about your placement. One thing you should do though is start balancing the money to time invested ratio now by letting us test with a small amount of money to start the game. This will help you balance the game as you go, as saving up for that next floor should be an important part of the gameplay.


That will be soon, maybe next update. I'll have to play with the vaiables alot ince the income rate on average is to low, unless you get a jewlery or electronics shop, then its pretty high.

Are you planning on giving stats or actual names for your managers, or are you planning on going further and letting you hire more employees for your stores


I was planning on actually letting them go to "training classes" to make them better and smarter, I also wanted to make them visible through the glass, just walking around in the shop.

I might add random names for the managers, and stats.

Are you planning on giving stats or actual names for your managers, or are you planning on going further and letting you hire more employees for your stores?

Will you add in time progression while the user isn't playing? If you come back after an hour, you have made x amount of money, and stores y and z are ready to place down. Its nice to just set stuff or stock stuff, and then close it and come back later. I had this working in an earlier version of my game by simply saving date_current_datetime() when the game autosaved, and then compared against a new date_current_datetime() on load up to simulate how much time had passed. Unfortunately those functions are broken in the current version of GM:Studio so I don't have it implemented in my current version.


Yup, I've been eager to add this to my game, but am waiting until I get the game to be playable/enjoyable.

Thanks for the crits!!

Edited by D8MIEN, 02 April 2012 - 05:50 AM.

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