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By khaledali
#70563 ddeprahim, yeah you're right for sure, I'll actually release today or tomorrow the Linux version and Mac OS .
It's definitely out of my hand if someone had a problem for sure (I never used them)
I think a full screen for default is not a bad thing, but you're right for sure .
Next game I'll make sure to pay more attention to options and even add resolution option if i can and camera and some other stuff .
Thanks a lot ddeprahim :)
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By ddabrahim
I think a full screen for default is not a bad thing, but you're right for sure

Well it is more of a personal preference only. I dislike that when a full screen game messes up the desktop by running on a lower resolution than my desktop or in case the game may start in a higher resolution my monitor can handle or the game crash/freeze and I end up with a black screen and wait for some sort of miracle to happen :P

What I like the best if I have a chance to set resolution and select between full screen and windowed mode even before the actual game start.
210416_3.jpg (62.34 KiB) Viewed 165 times

But unfortunately not many games doing this.
Last edited by ddabrahim on Sat 9 Feb 2019, 15:30, edited 1 time in total.
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By khaledali
#70568 ddabrahim, yeah you're right for sure, it gives you more freedom on what to choose and what's best for your monitor,
I'll make sure to make this a feature in next projects if i can .
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By khaledali
#70570 MeX1Co That's very nice, I wanted at least a Mac user to test it and I'm happy it's working for you and you liked the game :)
Thanks a lot .
Well i guess I'm ready to upload the Mac and Linux versions today or maybe tomorrow :)

If anyone else want to test feel free, this testing helps me a lot .
Thanks everyone :)
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By ddabrahim
#70580 I've been playing with the game a little more, actually I begin to kind of enjoy it :P

I have a few more thoughts to share that you might want to consider for the next release.

Spikes cause damage even if you are on the ground or you are jumping up. In my opinion, the spikes on the ground should cause damage only if you are falling at the moment of collision. When you walk up to a spike, just prevent the player to be able to walk through. Same for the spikes above, cause damage only if player jumping at the moment of collision. You might want to use different spike objects on the ground, ceiling and wall and apply different rules to them.

Spikes sometime cause double and triple damage probably because you have 3 next to each other and I collide with all of them. I think we should get damaged only 1 at the time. The most simple way to prevent this is to use an invisible collision object that you scale to cover all spikes and check collision with the invisible object instead of each individual spikes or instead of placing 1,2,3,4-6 spikes next to each other, make it only an animation to display 1,2,3-6 using a single spike object only.

Enemies damage you when you fall on their head. I think we should be able to jump/fall on top of enemies at least once without getting hurt and cause damage only after we jumped on the head once. Enemy objects could have a variable to check if player did jump on their head that you reset after 2-3 second.

Blue flying enemies at level 3 sometime get stuck and do not fly any more. For example one fly to the left edge of the screen and then stay there, or fly up to a platform and then stay there. Just stop flying for some reason.
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By khaledali
#70583 ddabrahim this is the kind of feedback I'd like to hear, this is very helpful, thanks a lot .
I was doing my best to make the game it's own thing (different), not just a clone of Mario or Sonic as most game now, It's tough but it's fair, I'd say it's a rage game (with a cute cover :D ) .

About the blue flying enemies at level 3 :-
I know about this bug but I couldn't fix it lol but it's not that bad so i just left it as it is for now cause level 3 is a real challenge by it self even without enemies . I'm pretty sure there is a way to fix it but it's not that serious so i just left it as it is, for now It's not a bug (It's a feature) :lol:
But I might actually take a look at it in the future cause Miko's Adventures will be getting another story update (I'm planning to make this big)a couple of months from now so I might fix it as well in this update .

When I start working on the next game I'll take a look at your feedback for sure to see about the player damage thing and figure out the best way to do it in the game :)

Thank you so much for taking the time to write this feedback .
This really helps a lot and if you found anything else, feel free to let me know :)
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By ddabrahim
I know about this bug but I couldn't fix it

I would think it is a classic problem with the instances, one instance met a certain condition and the other a different condition the third again a different condition and GD mix it up which one moves left and which one moves right.
You can solve it by using the For each object event when checking the conditions.

Also take a look at the "Move object back and forth" example included with GD. 8-)
Unlike in the platformer example where you check collision with an object to change direction, the idea here is that at beginning of the scene you get the initial position of the object and then you specify how much and in what direction you want to move the object and it will move back and forth the amount you set. But you want to do this for each individual instances by having each it own values for initialX, initialY, maxDIstance, movementSpeed and movementDirection. So need to apply For each event here is well and object variables instead of scene variable.
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By khaledali
#70589 I see yeah, I understand what you mean, I think like you said it's mixing up, That might be the problem 80%
I'll look into this problem soon .