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  HexoDama  (Read 4336 times)
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Offline rdcarvallo

Senior Member


Projects: 5
Exp: 15 years


2D Java games forever!


« Posted 2008-12-23 04:02:32 »

My second entry this year, developed today (thanks for these free days from work!!)

It's still WIP, and I need feedback to make the controls more intuitive.

To remove gems you need to order the gems in rows of 4 or more inside the hexagon.


Final Version: new graphics and new combo system.
WebStart
Executable Jar

Version 2: corrected bugs, and new control scheme
Executable Jar
Version 1: Beta
Executable Jar


Offline toasten

Junior Member





« Reply #1 - Posted 2008-12-23 13:06:16 »

First Feedback:
A minor Graphics-Bug: when restarting there are two "triplets" outside the hex.

Time:  Time is up really fast, maybe there is an chance to gather some time on every succesfull removal.

Controls: Yeah it's really not that intuitiv, mouse could be more intuitive. Just an Idea: A "Circle" around the hex, where every degree equals an "triplet"-position around the hex. Don't know if this fits into 4k.
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #2 - Posted 2008-12-23 13:42:52 »

holding down left and down at the same time produces massive graphic bugs.

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Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 12


Game Engineer


« Reply #3 - Posted 2008-12-23 18:58:48 »

Very cool idea, and works well. Like a little bejeweled reproduction with a new twist.

See my work:
OTC Software
Offline rdcarvallo

Senior Member


Projects: 5
Exp: 15 years


2D Java games forever!


« Reply #4 - Posted 2008-12-29 03:50:47 »

There comes the second version:

WebStart
Executable Jar

The next bugs where corrected, also the game has a new control scheme.

holding down left and down at the same time produces massive graphic bugs.
 
Didn't lock the movement with the swap controls, now is OK

A minor Graphics-Bug: when restarting there are two "triplets" outside the hex.

Didn't clean the data at restart,  now is OK

Time:  Time is up really fast, maybe there is an chance to gather some time on every succesfull removal.

The code was substracting time when doing less than X3 bonus, now it gives 5 second for each removed group.

[size=14pt]Still looking for feedback for the control/gameplay, comments and critics really welcome[/size]


Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #5 - Posted 2008-12-31 13:16:58 »

This is conceptually pretty cool! There are a few problems, however:
1) The movement could really use some smoothing. The "choppy" nature that comes with moving big things tile by tile makes it feel somewhat sluggish.
2) When you pass a corner of the hexagon, the direction changes rather arbitrarily (and not the same way each time you pass the corner).

Offline rdcarvallo

Senior Member


Projects: 5
Exp: 15 years


2D Java games forever!


« Reply #6 - Posted 2009-01-17 06:12:53 »

Final version of Hexodama.

WebStart
Executable Jar

Changed the graphics and the combo system.

Now the gems are hexagons.

New combo system: The player has time to make combos before the gems are removed. You can add gems to a line, make new lines, anything to make more combos (and get more time), the only condition is to have at least one new gem (a gem not activated) in the line to be considered combo.

This is conceptually pretty cool! There are a few problems, however:
1) The movement could really use some smoothing. The "choppy" nature that comes with moving big things tile by tile makes it feel somewhat sluggish.
2) When you pass a corner of the hexagon, the direction changes rather arbitrarily (and not the same way each time you pass the corner).

I have no answer for the problem (1), the model does'nt allow fractional movement of the "rows".

The problem(2) was resolved, now the direction changes always the same way, It also resolved the problem of the angle change with the 'A' key.
Offline Hsaka
« Reply #7 - Posted 2009-01-17 08:08:47 »

Very cool mechanic. I like the trail as you move the gems.
Offline zeroone
« Reply #8 - Posted 2009-03-08 20:11:30 »

Interesting puzzle concept.  I like the fade effect used when moving around.  The puzzle is way too difficult to solve.  This should be a relaxing solitaire-type game, but instead, it’s just too confusing to play.
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