Dodge

user_avatar Made by: JackJack Digital

PROJECT DESCRIPTION

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The point of this game is you have to dodge the balls and try and survive as long as you can.

Try and beat your high scores.

There aremultiple objects coming from all different directions.

It progressively gets harder.

Very addicting!

If it crashes for you try making a branch of it then playing...

VERSION 2.2

Last Updated: September 21, 2022

Added bird!

For some reasons the high score isn't saving after you exit the game.... If you have any tips or suggestions please share

COMMENTS

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January 24, 2016

Can you put the snake back in? It doesn't make sence it's still in the screen shots...

January 24, 2016

If you choose the bird or the fox and just travel to the edge of the screen you can fall through the floor and become invincible because the balls land on the floor above you. But it doesn't crash anymore!

January 24, 2016

Ok ill fix it, can you help me with saving highscrores? It was working then it stopped all of a sudden and I don't know why...

January 24, 2016

I showed you how. You can look at my response to your comment.

January 24, 2016

Oh my bad I didn't see it srry

January 23, 2016

im currenty working on a game titled Hank Game, it will be long and will not be short, wii have enemies, and took 1 month or 1 week to complete

January 24, 2016

Please keep comments on topic, or related to the project your commenting on. The game you're working on, or planning on releasing does not have anything to do with this game.

January 22, 2016

To save characters, you could make a save behaviour and name it character1,character2, etc. and once you get them save the value 1. When you play the game, load the save and see if it is equal to one. If it is, then make the character as an option.

January 21, 2016

You can't branch it so I still haven't played it. Sry

January 21, 2016

Please make it open source.

January 21, 2016

It's open source now , tell me what you think

January 22, 2016

I really like it actually. Good job! You should make like a character purchasing thing and ear money during the game somehow, maybe you can make it fall just like the balls. Also you should add visual affects. It looks plain. Add a bunch of colors and particles or something.

January 22, 2016

Thanks for the feedback I'll work on it

January 22, 2016

Ok, please do.

January 22, 2016

Just updated it , the only problem is the characters don't save....

January 22, 2016

You can put a specific number in the global UI layer. When you unlock a character you could change that number and save the value of the new number. Then at the beginning of each round make a load value and then an if attached to that. If the if is equal to the number you changed it to then unlock the character again. And make a loading screen in the overlay scene layer so that it loads while this is happening. If you want me to go over this in more detail just ask. This is the concept.

January 22, 2016

Ok thanks can you go over it in more detail?

January 23, 2016

Ok sure:

You can put a label in the global UI layer. Make sure that it's either out of he screen or invisible. Usually you'd make the label the number 1 but you can use any number you want. Then, after you buy an object you could attach a change label. Then after you change the label to something it's important to save it with a save value or a save to file behavior. You should make this label for all your characters that you want to save, and the the following change label chain. Then at the beginning of each round load the values and change the labels to change the value if it's not already changed. It probably is but this will play an important role when people play your game again. So, now that we've established all the changing and the saving behaviors, but we need to do something with them. Your number should be changed. If I made a mistake somewhere then you can probably figure it out by yourself. However, the last thing you have to do is just get the label of the label and attach one if (for every single character.) The if contains the second number that you acquired with the change label (even if the player hasn't aquired it) and the value from the get label behavior. Keep the sign equal and make the character unlock when it meets this requirement. It's not this hard every time for each character. Once you really get the process you can do this fast over and over. Well, good luck!

January 23, 2016

There're probably many other processes and simpler ones. You can check out @murtaza new example on saving characters. However this works with many other things too so you might as well get the hang of it.

January 23, 2016

Do you think that you could take a look at my game and tell me what I'm doing wrong? Read about the update it will tell you where everything is

January 23, 2016

I still haven't been able to figure it out ........ Can you take a look at my game and see what I'm doing wrong?

January 23, 2016

I took a look. At the beginning of each round you're forgetting to load the number you had previously and do the if behavior work I was telling you about. You need to make sure that when you change the label it's actually doing something. You're just saving the character that your using though, not actually unlocking anything with coins. Also, for this to work you need to make an additional behavior chain for when you press the other character because your selection will be the other character if you want to switch. Then change the label just like you did with the character that you originally unlock. I really hope this is clear. If it's not I could publish my own tutorial but @murtaza already published it so it'll be a bit different.

January 23, 2016

I got it figured out, Thanks!

January 23, 2016

Welcome, ask me if you need anything.

January 24, 2016

Can you help me fix my high score saving? I isn't saving when I leave the game......

January 24, 2016

Sure. I'll just give you some general feedback and then you can tell me whether you want me to look at the actual behaviors for your project. What I was working on for my game Tiles the other day is making another label. When you finish the game before the next scene loads (because then your behaviors will never happen) you could compare two values using the famous if behavior. Use get label to find out the current label (it should start at 0) and compare 0 with the score you obtain at the end of the game. If it's written out as a label on top of the screen then just get that label and if not make a new label that's invisible and get that label. Either way that'll be the second value you're comparing. Then if it's true, the if necessity, then you could make the label save in the spot of the first label I was talking about which will be your high score. The if should be a greater than sign so that it saves the highest score in hat label and compares it to the round's label and then if the round's label is higher it'll replace the highscore.

I meant to say false before sorry. As for true you just don't save the rounds new behavior. There're two ways making a true false relationship. You have a behavior bundle. Attached to it you have the if and its true standar connected to it. You also need to make a behavior off connected to the if. You'll have a wait 0.5 sec and the false attatched to it and then you'll be turning the false off with that behavior off because in fact it's true. Let me know if this is all explanatory. If not I'll explain it in different words or look at your level and I'll tell you the other way to make a true false relationship.

My beta test for my app is now. Do you mind looking at it and giving me feedback? Read the description of Tap Haven under my name.

January 15, 2016

It crashes as soon as I play it, does anyone else get that?

January 15, 2016

I think I fixed the crash problem try it now @aidan oxley

January 15, 2016

Still crashes for me

January 16, 2016

Try making a branch of the game then playing

January 17, 2016

Where is the game crashing? This could be a hyperPad bug. Can't get it to crash on my end. Additionally, it could be a corrupted download..

January 17, 2016

It crashes as soon as I open it, I see the start screen and that's it. I thought it might be corrupt download too but I downloaded it again after an update and it still crashes. Are we all on the same Hyperpad version?

January 18, 2016

Found the bug. It is indeed a bug with hyperPad that is fixed for the upcoming 1.12 update. I emailed Jack on a way to fix his game in the mean time.

January 18, 2016

I'm pretty sure it's fixed, can you test it for me? Thanks!

January 18, 2016

Tested it, still crashes on start screen.

January 22, 2016

The hyper pad update is out it fixed the crash please try it and give me feedback

January 22, 2016

It crashes but I branch it. It works. I know you already said in description but just letting you know. It's Hyperpad's bug not yours so I seriously doubt it'll crash outside of Hyperpad when you export this project (definitely not on the App Store)

January 13, 2016

It's a pretty good simple game! Though I have a few suggestions.

  • Start off easier. Maybe spawn less. Then get gradually harder.
  • Sometimes there is a ball right on the ground, that I can't figure out a way to pass.. So you pretty much lose and have no chance. This is unfair, try to avoid spawning that low.. Or give me a way to bypass them (maybe introduce a new gameplay element, and have the player tap those one to destroy it).
  • Maybe add some bouncing balls for increased difficulty, while making the game feel different.
  • The Frog hops backwards. You need to keep track of the direction he's facing then use the flip graphic behaviour to flip it to the correct direction.
  • Sound effects and music would make this more compelling.
  • Keep the Move left/Move right on screen for a little while when the game starts. Incase your players weren't paying attention early on.

January 13, 2016

You actually have to press anywhere in the top half of the screen to jump and thanks for the suggestions I'll work on them!

January 13, 2016

Oh ok.. That wasn't very clear to me. You should make the first few seconds of game play be teaching the player, with out taking them out of the experience. Take a game like Mario, in the first 5 seconds of that game you are exposed to every possible situation, and every control. In Mario, you're learning by simply being exposed.