DJMaesen
Yes it's definitely possible. The problem for me is that it takes a ton of time to test because my PC doesn't have finger input. So to do that I would have to guess some code is right then fully export it to the phone... which I think for now is too much work for a game I want to actually finish. (I'm embarrassed to admit it took me like 15 hours just to figure out pinch to zoom in godot 3.5 that way).

Also thanks a ton Maeson for suggesting the input output shapes.

REVBENT If I understand you correctly then, if a component was on the side of the screen then they would rotate it halfway before the rotate image has to pop over to the other side. The user would then need to find it again and continue dragging. :

    Erich_L
    i suppose i was thinking the issue was the "rotation" button being off the screen when UI was to one side of the screen.

    i am suggesting to flip the UI model when it is on one side of the screen vs the other to keep the button visible.

    i am not sure off the top of my head if child containers or the parent controls that have a scale property... but setting that negative will flip the layout.

    i would suspect that someone is not going to be rotating the object while they are also relocating it to "x" position.

    once they finish placing it where they want. your script can work some magic... and poof... button will be visible.

    Erich_L like i tried to say before, create invisible margin that only mouse can see, and if user puts mouse over it click and drag it starts to rotate.. no need for a button.. just an area


    something like that

    DJMaesen one should not forget the PC players too

    After getting a few more people to test the newer version, my main issue right now is that no one seems to be able to figure out the engraver even with the ui tooltip explaining it. I think I might have to just move that from lvl 1 to lvl 2 and have it already set up and working. Might as well just show the player how it works before I put it in puzzles.
    I guess if I were playing I would probably ignore this too haha.

    • Edited

    Haven't read everything that was said above so maybe this was addressed, but you should completely eliminate any concept of "selection". Movement/rotation should be immediate in a game like this. Find a way to setup a control system that doesn't require selecting things, if you haven't already.

    Erich_L Nice, I will see if I can try it again this weekend. 🙂

    i still think that using lights that shine out of the opening would be a great "visual instruction"... the light can represent the ball color you are expecting. Even just a highlight color on the opening would do wonders for making it feel more intuitive imo.

    Gowydot
    yeah that is what i am saying.... either highlights or point lights*


      REVBENT Gowydot How does this look? I don't know how/if I should try to make the lights not blend in with the background but I'm happy with it for this weekend at least. If you play lvl two you'll see why I chose to leave the engraver with white lights- any colored coins can get in there to be merged.

      • Edited

      kuligs2 Here's me: "oohhh this weekend all I'm gunna do is make more SYSTEMS and cool components!" Yet when I got to watch a couple of people in real life try to figure out the game I thought- oh wow. Kuligs was absolutely right (you too, @xyz ) my UI and controls were very, very intuitive. This weekend I poured another 20 or so hours into it and redid the controls from the ground up. I hope they are easier to use now. The only drawback is without a select first approach it's not too hard to be frantically swiping and accidentally move a component. (still much better your way though)

      3 months later

      @Erich_L
      sorry for the reply from the grave...

      YES that looks really good!

      I hope you continued with the project!

      You have a very solid start to a fun and UNIQUE game!!!

      Thanks a lot for the motivating words. I have indeed continued working on the game in my spare time and I'm pretty happy with all the features I've crammed into it including: a world map, idle levels, resource unlocks, trade unlocks, smithing, grooves, symbols, and more.

      I've learned a lot about myself, I love designing mechanics but I am really dragging my feet designing levels. After all this time I only have 15 levels done.

      7 days later


      Check this out! I have been wanting to get this to work since I started on the game- a gear moving the coins in any direction you choose. Making that C shaped bar took a lot of work in photoshop (and even though it's still quite a bit warped) I'm quite happy with it.