Incredibuilder

Hey thanks a lot hexatronic!

[quote]I don’t think you really need money mode, time mode on its own is fine.
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Well, I introduced money mode because some players don’t like to be stressed by time to solve the puzzles. They rather prefer to take all the time they want to place the pieces and interact with them.

[quote]The tutorial/keys confused the hell out of me but once I got them it was a lot of fun
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OK, please help me and tell me what’s confusing. I’ll adjust the texts then.

[quote]You could maybe have rightclick be drop rather than a button.
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Good idea but the this solution wouldn’t work for all Mac owners since not all of them have a 2 buttons mouse.

[quote]I also felt slightly nauseous with the spinning background at the start, and the buttons do seem to vibrate.
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Nausea should disappear once you’ve used the menus for a while. About button vibration I don’t know what’s causing it honestly. Any idea?

Allowing WASD plus cursor, I guess this is to support both left and righthanded players. But introducing these in the order that you do is too much information. I would just introduce ASD first, then W, then either allow the keys to be programmable or add a note that alternatively you can use the cursor keys. Also there’s nothing intuitive about W / up for rotate, but it seems you’re forced into this because you want the basic tetris controls to be done with a single hand so that the other hand can use the mouse (dunno how to improve this).

“Drop the piece inside the red rectangle” – I should be able to clear this message with a mouse click, and then press the drop button. Also, by default it should be lined up to drop inside the rectangle.

“I recommend … at your left” – this comment is unnecessary at this early stage.

“The construction doesn’t respect the plan” is a bit annoying because in the absence of hammer / knife, the initial sequence of shapes might make this unlikely. I feel as though I am doing something wrong when I am just learning the controls. Make the initial shapes so simple (maybe just square blocks of 4) that the construction will respect the plan unless I drop outside the shape. It’s too much to ask the user to plan ahead at this stage – this is just a tutorial.

The drop button should be disabled while a dialog is up and the dialogs should always be absent when you’re actually supposed to do something. This was a big source of confusion. Or you could just move the instructions away from the play area, e.g. to the left.

At the end of the first part of the tutorial the default “skip” action (left click) restarts the tutorial, whereas most users are likely to want to move on at this stage. Have the default action move on and escape restart.

Second tutorial level: using the hammer costs 2 secs in time mode but time mode is disabled. This is too complicated, you’re just trying to introduce the hammer. Forget about the costs / time limits (including the “-2 secs” fading text) and don’t mention them until a later level; introduce them at the start of that level.

Also, a minor bug: I get some flickering widgets, including the tutorial dialogs, and the blue bars at the side of the play area. This may be related to the fact that I alt-tabbed out of the game, then back in?

Fine to support single mouse button users but for those of us blessed with 2 buttons, right click to drop would be nice!

Also, tool pointer should change to something else while over the drop button, otherwise it seems as though I want to smash it (!)

For the knife, the state machine is a bit weird, it unnecessarily requires two presses. Selection of the cut square should be finalised at the point when the mouse button is first pressed, a ghosted square should appear while you drag it, and then it should be placed with the button being released again. Also the knife icon should change during the drag period (and perhaps change again if the current destination square is disallowed).

I guess you could consider changing the knife to a robotic grabber or something, just an alternative metaphor I guess.

cheers,

josh

Hey josh,

thanks so much again for your precious comments! You seem to have a lot of experience in game design. Your comments are so useful to improve my game, but at the same time I can’t eat all of them without digesting them and while you have very strong arguments you represent only one opinion so I kind of need to validate them with more players/game developers.

You also made me laugh while reading your post. :slight_smile:

I need more time to provide a better reply to your suggestions because your post is really big and I’m so busy at work with all those crazy deadlines!

Please move Incredibuilder to the WIP forum.

Thanks

Hey folks, a new incredibuilder version is up on my site!

New features:

  • Applet support only
  • 800x600 resolution
  • New graphics (still incomplete though)
  • New fonts
  • Better tutorials and shorter too
  • A few more levels

Caveats:

  • French language temporary not available. Will be fixed soon.
  • New graphics incomplete but not an issue
  • Session persistence broken. Will have to switch to classic applet persistence API. :frowning:
  • Progress bar at start no longer visible, don’t know why. Issue with applet only.

Stay tuned for the game on gamejolt and games4j!

EDIT: the game is now on gamejolt!

There appears to be a bug where you can rotate a piece so that it overlaps with the pieces already there, and it gets stuck there… with red Xs both where the piece falls outside the target shape AND where it overlaps with the pieces in the shape that were already there. Then you use the hammer to knock out the Xs (to reveal empty spaces or the original pieces that it overlapped), but it then it won’t recognise when you’ve made the target shape.

Could you provide more details please?

  • level number
  • how the pieces are placed in the constructions
  • detailed repro steps (sorry I have difficulties to understand)

Thanks to report the bug.

It happened on more than one level,so I don’t think that mattered - though it might matter which tool is used to get rid of the overlaping blocks, I suppose. I recall using the hammer.

To reproduce:
-rotate a piece when rotating it will cause it to overlap with blocks already placed in the pattern
-this gives blocks in the pattern a red X, and some red Xs outside of the pattern
-hammer out the red Xs, when you hammer out a red X is will leave behind either a blank space (for the Xs that were outside the pattern) or a filled in block (where the X resulted from ‘overlap’)
-at this point everything looks normal… the level may be unfinished still, but all “errors” apepar to be accounted for

  • finish the level as expected, but it won’t be recognised as completed

I’ll try again to see how easy it is to reproduce - I did it twice when I tried the other day.

OK I understand now. I’ll try to repro it and fix it after.

Thanks for reporting that.

When you say outside the pattern, is it outside the background blocks (light grey blocks) as well? Also, have you played the applet version?

EDIT: I’m not able to repro it. :-\ Which level does it happen?

I get the following error:

Fatal error occured (7): org.newdawn.slick.AppletGameContainer

Looks like an error I had with Lwjgl applets after upgrading to J6U15. I downloaded the nightly build of lwjgl applet launcher and it works fine now. Maybe an idea?

[quote]I downloaded the nightly build of lwjgl applet launcher and it works fine now.
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How does it relate to my game? Did you mix threads?

Sorry for the misunderstanding. That was how I fixed my lwjgl game that had the same error since J6u15.

Mike

OK thanks.

Have you found any issue in my game so far?

Anybody, I need feedback about how difficult the game is. If it’s easy or too easy, please think about casual gamers and in this point of view what do you think?

Sorry, can’t play it as this error comes from the applet loader before your applet initiates.

:-\ I didn’t understand that first.

Clear you java plug-in cache and retry please.

The rotated piece is always entirely within the game board… it gets “stuck” as soon as you rotate it, presumably because after rotating, part of the piece overlaps already placed blocks in the target shape.

I can no longer launch the game… visiting that page locks up Firefox until I use task manager to kill the “java” or the java plugin2 process. It puts up a security dialog that doesn’t respond to button presses (or rollover for that matter) and then the java plugin is hung. I may need to reboot… Using Java 1.6.0_16 on Windows 7-RC (64-bit, but using 32-bit JRE)

trying on OpenSolaris… 1.6.0_15

Failed a level (9 or 10?) hit retry… hit one of WASD while it was restarting the level and got this:

org.newdawn.slick.SlickException: Game.update() failure - check the game code.
	at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:622)
	at org.newdawn.slick.AppletGameContainer$Container.runloop(AppletGameContainer.java:503)
	at org.newdawn.slick.AppletGameContainer$ContainerPanel.start(AppletGameContainer.java:221)
	at org.newdawn.slick.AppletGameContainer$1.run(AppletGameContainer.java:95)

I did :slight_smile: Didn’t help. Maybe it’s linked to the other problem just reported?

Guys, do you have a stack trace that points to one of my classes? The traces you provided give info only on Slick classes. I suspect that you didn’t provide the complete traces. And give me details about your OS, browser and hardware please.

Thanks