Games What about a frogger/crossy road game?

melonZgz

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Thanks, that is the feedback I was looking for πŸ‘πŸ‘πŸ‘πŸ‘

Maybe vary the scenery at random so you don't always start at the grass area.
Yep, at first I was doing it, but then what I did was changing the scenery as you progress. But I think it would be nice to have some randomness, like 1 of 10 times you start at another location...
Being able to jump backwards is a big deal in the original frogger games, otherwise you end up stuck on a road, knowing you're going to die and you can't jump backwards out the way. So adding a backwards jump for me is more important than left or right. Left or right were only really needed in Frogger to let the player get to the different end places on each level.
I think I'll implement it finally...
Sometimes the coins show ontop of the cars instead of being infront or behind them, making it very difficult to collect them.
Yes, there is a bug somewhere I still have to fix...
Add the current highscore to the Title screen, and maybe have the highscore on the game screen while playing rather than just showing it on the gameover screen.

It wasn't clear to me how to select a character once I unlocked one, maybe the character you unlock should automatically be set as the player when it's unlocked?
The overall GUI needs to be re-thinked I guess...
 

andymc

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Longtime User
I would keep the current tap control. but add in swipes for backwards and sideways. I'm guessing you're using IP_TouchUP for movements as currently the Chicken jumps when I lift my finger, so adding in swipe controls would be easy. I do this in my Tetris clone for movement and dropping blocks, tapping just makes the block rotate.
 

Sandman

Expert
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I'm guessing you're using IP_TouchUP for movements
Oh, that could totally explain why I felt there was some latency issue. I thought I was imagining it.

I like the game, btw. I concur with the opinions above (except going sideways - I'm not sure that is needed). However, I felt a need for more variations in deaths. The feathers are awesome, but after that there isn't a lot variation with animation or deathsound. Like, for the moose it would be nice to have two horns fly away. (Not sure what would work for the other animals.) Also, for the feathers, have them move slightly sideways, to sync with the direction of the car?

I suppose you could say I noticed this because I died a lot. πŸ˜‰
 

melonZgz

Active Member
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Longtime User
I would keep the current tap control. but add in swipes for backwards and sideways. I'm guessing you're using IP_TouchUP for movements as currently the Chicken jumps when I lift my finger, so adding in swipe controls would be easy. I do this in my Tetris clone for movement and dropping blocks, tapping just makes the block rotate.
Oh, that could totally explain why I felt there was some latency issue. I thought I was imagining it.
At first the jump was made in the Touchdown event, but after looking at Crossy road, as they have to handle also the swipes you have to jump after the gesture is made, you cant' jump at touch event as the character would allways jump forward. In Crossy Road there is an animation when you touch the screen (like you're charging the jump, I'm also planning to add that animation). I guess without that animation it may look like a latency issue...
I allready see there is a lot to do...
 

developer_123

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Hello melonZgz, searching the forums for topics on how to start the implementation of Admob in multiplatform games, I came across this thread and it seems to me that you have made very good progress since the first video I saw of the first message. I did not know the version of Crossy Road, and I see that it uses a 3D perspective, which naturally makes it look striking, since the effect of the shadows increases the sensation of reality. I see in your version of CROSS THE ROAD, that your characters have a certain sense of volume, but the background images and the cars are in 2D. Of course, the images you have are very good, but maybe visually it would help if you introduced that same sense of volume in the other elements of the game and not only in the character. Of course that means developing the graphic part, which is not easy at all, but I see that you are on the right track.

I would like to have the link if you already have it in the store to be able to test it and have more observations already playing it.
 
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