New game release, PAWWNG

Thank you for believing in me, i’m currently trying to develop co-op / multiplayer game modes where hopefully this will retain players, for some while! :slight_smile:

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That feature is sure going to retain some players, maybe someday I’ll try to make an activity in my community(if I don’t forget :hidere:)!

The game over sound still sounds a little delayed on my side. But I see you added a confetti effect and I believe new paw spites. I had some trouble getting the new paws to load but I think it’s just because it’s a newer image that was uploaded so maybe not an issue.

Hm, maybe it’s latency? The sound is almost perfect for me, and yes the sprites for the paws were uploaded around 3 hours ago, so hence it being so new, they’ll probably take a while before they are fully “trusted” by roblox.

On my end there is a noticeable delay from when the coin hits the ground and stops moving to when it plays the sound. Here video:

Ahh I see, I think I resolved the problem though, I had a for loop with a wait of 0.05 repeating 10 times to fade out the volume (yes it’s bad design I know, i’ve now changed to a tween), so this would’ve made 0.5 seconds before the sound would “actually” play.

i’ll release the game out right now, and see if you hear it immediately. :slight_smile:

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Do you use tween service? Sounds like manually do it. (Oh wait you just said)

Yeah I used to manually do it in a for loop, that’s what was causing the delay, so i’ve changed it to a tween now so it should sound smoother!

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Thank you, my brain skipped over the part that said you used a tween now :sweat_smile:

Good work so far :+1:

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Well, I guess my idea for this game would be to change the current controls the keys to the mouse, left click for left paw right click for right paw, as well as allowing it to move up and down a bit. In other words you’d hold left click and drag the mouse to move the paw. Now, instead of the ball bouncing off the paws, you need to hit it away which gives a much better feeling of impact.

And instead of the game being endless, there’d be levels/bosses and you’d hit the ball at enemies to attack them. PvP would be cool but I’m not sure how you’d be able to smoothly sync things up, especially if the other guy has 150 ms.

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oooo, I see what you mean, so like game modes basically? Well if I can get the multiplayer system working, then everything for a gamemode system would basically already be implemented, i’ll keep this in mind! And the controls are being added right now, where you can choose your style in settings, whether you want AD, Left and right click or AD, JL, or if you want AD or arrow keys. (keyboard only, controller and mobile stay the same)

For the dragging system, that’s actually a really nice idea, however with some devices the paw may be smaller than the player’s thumb, and I wouldn’t neccerssarily want to offset the paw to try and combat this as then if a player has smaller thumbs / fingers and want to drag it’d be very far away from their finger tip? (no idea if this is worded properly but you get what I mean, hopefully)

For mobile devices I’d change the screen size to be much bigger. On a computer moniter things are fine as they are, but there’s a lot of wasted space on mobile devices that could be turned into drop-down menus.

It is? I thought that if I keep adding stuff, it’s starting to fill up the gaps and getting more overcrowded, so I thought I keep it to a minimal, and try to leave some gaps to make it more “cleaner”

Bosses?! :astonished:

I wonder how much coins they give. And I feel like there should be a endless and boss rush type game modes.

Jeez you guys really think i’m that good, well to be honest both you and @TheCraftNCreator are giving decent and actually amazing feedback, and i’m implementing as fast as possible, but the pvp will probably be last on the trello list, until everything is polished enough with multiplayer too :happy4:

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In the image the arrows for left and right movement on Both sides have this empty space between them that can be taken by gameplay. I scribbled where there is empty space between arrows.
The gameplay could be a rectangle shape on phones but right now it stays a perfect square.

Ahh, that’s actually a smart idea, I might actually increase the size of the frame just so the playing board is really big, since the paws / paddles are just based on a scaled padding on the sides, so it’d automatically scale as such to the new board size.

thanks for this :heart:

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how’s this look?

Anything look too cluttered or just right etc etc

If the paws were draggable I could easily abuse it on mobile. If I start dragging the paw and always put my finger over the coin then the paw will always be under the coin.

A fix would be adding a visible paw moving zone where if the paw goes out of that zone then the paw no longer responds to the drag and the paw gets set back into the zone, I would have to click and drag it again.

Looks good to me! Let me know when that update comes out. :grin:

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