Bomb Island

user_avatar Made by: Miniwolfen
indie

PROJECT DESCRIPTION

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In Bomb island you spray water to stop bombs from going boom.
There are buttons and also moving bombs, plus an army of evil lizzards that want you off the island.

Next stage jungle mayhem coming soon
If anyone wants to help the project is branchable.

VERSION 1.5

Last Updated: September 21, 2022

Added a new level select screen to make the game more fun too look at and play. The next stage jungle mayhem is underconstruction and will be done soon.

COMMENTS

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July 11, 2016

Pretty cool! Just make the buttons a bit bigger, and add some saving in... Then there's a typical, flawless system of transitioning between the levels.

August 01, 2016

New game MR WORKOUT is out now and has a saving feature which gave me some practice. Hope you enjoy it

June 01, 2016

I really like the concept! But on the second level, by the time I start shooting the water, the bomb is already going orange and soon enough, it explodes. Anyway, I hope to see what you do next with this game! Keep up the good work.

June 01, 2016

1st level*

May 31, 2016

Good game but you need better graphics

June 01, 2016

I am not a great artists myself. I do most of the artwork. I have 2 people who help though. One is a really good drawer who made the trees you see in game and the night background, and the other crops out the images.

May 31, 2016

I like the concept! And the beginning of some NICE effects!

One issue stands out though. You should be able to "destroy" the bomb from all sides. Currently, when you hit the bomb from the wrong side it flies out of the screen. It's then impossible to win, and becomes silly.

One suggestion would be counting down the number of seconds until it explodes. The user has no idea! That's a REALLY bad thing.

I would've said some more, but you seem pretty preoccupied right now ;) . Keep working on it, and I'll be checking in!

May 31, 2016

Thanks for the feedback. Working the next stage crazy caves which adds fire. More levels and pocket duck updates coming soon. I allready have improved the psychics

May 31, 2016

New updates out now

June 29, 2016

Done more updates

June 30, 2016

Ok, cool!

June 30, 2016

Have a play. Hope you enjoy. Feedback is appreciated. The next stage jungle mayhem is coming soon and it's adding bomb health along with birds that fly, apples and more lizzards with also new puzzles

June 30, 2016

I'm currently on a hotspot because I needed to check all my Hyperpad notifications and emails after this sleepaway trip I just went on... That's why when I responded I wasn't so pumped on helping you so much until I got home - however, I read my comment and your run-up comments over and decided it would be most helpful if I gave my feedback right way. Why? Because you're building on your levels, adding more and more - and I think that you should take a break. First, you should work on the levels you already have, work on all the details; then you should build on volume, only then. So here I go!

-First off, this is just a plain out bug that I found. When you drag on a supposed-to-be-solid surface, for example, a wall, you can sort of smiggy

June 30, 2016

No, I didn't want to press submit lol! Here I go again...

June 30, 2016

Smiggy your way through it. To prevent this, you can probably make the creature a physics object if it isn't already. If that doesn't work, just experiment with physics and empty objects... Let me know if you really need help. Besides that problem though, I really didn't find any other big bugs. Keep up the work!

-I still stand by what I said before, too. If you can just do what I said before, your game would already be in way better shape... Just putting that out there. And I just want to make clear that it's already good, that it would just be better; don't let this put you down but motivate you.

-Now, I think you should establish some sort of saving system. Every time you play the levels you have to restart. Nobody wants to do that! You can construct some sort of level select screen and unlock levels or just make a start screen where a person can pick from three new worlds like in Mario; where each world starts at the beginning of the story, but if you beat different levels then that world will start where you picked off. If you really need help, again, I can help.

Well, good luck! Keep working hard on this!

June 30, 2016

I think I'm gonna need help. Espicaly with the saving system. I actually don't get how it works that well

June 30, 2016

Ok, I'm glad to help. See what you can get done without me. Then, when I get home and I have wifi, I'll help with whatever you can't do. I just want you to try - and to save my data.

June 30, 2016

The projects is branchable by the way. I can get some royalty free music and sounds for my game so you don't need to help me on that. I also feel like the cut scenes might need some revising

June 30, 2016

Ok, but I bet you can make the timer yourself though, also making the bomb destructible from both sides. That shouldn't be too hard.

I understand if the saving and physics stuff is a bit advanced though :). I'm glad to help.

June 30, 2016

Thanks.

July 01, 2016

Ok, so how's it going?

July 01, 2016

Haven't done much yet.

July 01, 2016

I need some help with parts. I want to learn more of the advance stuff though. Along time ago on game press the only games I made were plat formers with bad collisions look where I have come now

July 01, 2016

Ok, so I'm publishing a probability tutorial real soon. It's real easy stuff but it could be quite useful if you're to add effects and pizazz to this game.

Here's how I do my saving and how it generally works:

You have the existing saving and load files and the dynamic saving and loading files. The existing saving file behavior lets you save a value to a key that exists or to a key that doesn't exist. If you're saving a key that exists you simply select it, but if you're saving something doesn't exist you have to go to where you'd select a behavior and then press the plus key to make a new one. Similarly, the existing loading file can load a value that already exists based off of a key or create a new key with a blank value. The dynamic saving file automatically creates a new key and a value to that key, which you can then load existing and the loading file does the same except obviously it loads the new value (the value would be blank.) When saving, you typically don't want to use the dynamic key because you'd have to first play the level and save the file before loading it. That's typically ok, unless you want to check whether the value is blank or not - because the key won't exist. Rather, you just make the new key and value with the existing saving file.

When I was creating the level select and the unlocking levels in my game, I put my saving at the end of each level, whenever you were to beat it. I used this chain of behaviors:

Collided < load file "saving" + behavior off "collided"

Load file "saving" < If "load file" is not equal to "X" + if "load file" is equal to "X"

If "load file" is not equal to "X" < load overlay "status"

If "load file" is equal to "X" < save file "saving" (value: "Y") < load overlay "status"

In scene 1, "X" is equal to a blank value. You just leave the input value blank. In the other scenes "X" is equal to 1, then 2, 3, 4, etc. You'd notice that it equals the value of the level before it. "Y" equals the level number you just beat. The overlay status has an object to go to the level select screen where you can go to the next level or you can go back to level select where you can replay different levels. It also includes in stars, how well you did.

If you're not making a level select screen but a story as I suggested you could do above, then you could replace the "load overlay 'status'" with "load next scene" and make three seperate saving chains for each world, 3 of the same levels with different saving for each world.

Now the physics... The solution is very simple. When you bump into the wall it should send you "A" amount of pixels in the opposite direction. If you collide with the left of the wall, it should send you that amount of pixels to the right; If you collide with the right of the wall, it should send you that amount of pixels to the left; the up, then down; the down, then up... So forth...

Hope that clears everything up for you! Let me know how everything turns out! Good luck!

July 01, 2016

Ok, the tutorial is out! Let me know if it helps with the effects!

July 02, 2016

I can't post an image but the level select screen is beeing worked on

July 02, 2016

Ok, well good luck!

July 02, 2016

Is there a way you can post images on hyperpad in the comments? Just wondering

July 02, 2016

You can post on imgur. Then, you can send me the link to that post.

July 02, 2016

July 02, 2016

Cool, so the player will hop from one level to the next? When you press on the level he'll go to it maybe?

July 02, 2016

When the play presses one of the bombs it loads the level. When the player beats the level it loads the next level.

July 02, 2016

Um ok! That's cool!

February 13, 2017

Miniwolfen is alive! Bomb Island and the lizzards will return in a new adventure that has saving,cutscenes and a spray button! Along with saving! The Projectile Panic will begin soon and carl crabington will have to prepare for a lizard attack!

February 13, 2017

May 30, 2016

Cool, concept and great start. I have a few suggestions:

  • Give the water some "gravity" so it curves. I'm not sure how you're doing the water.. If you're using the shoot behaviour just enable physics on the shoot behaviour properties. This way you spray the bomb from the top.

  • Let me spray the bomb for other parts. It looks like I have to spray direct in front of the bomb to win. Sometimes I feel I should wi when I spray it from other sides as well. As long as the water touches it should work.

  • Give some more time! Sometimes I feel like it's too quick before the bomb goes off. Especially the first level

  • Give some sort of timer indicator. Let me know when the bomb will explode. This doesn't necessarily have to be a count down label. You can do this graphically. Like gradually make the bomb change colour until it explodes.

  • Make some bombs need more water. Right now you have it as soon as it's shot to win. As the game progresses, give the bombs a "health" and when you shoot it decreases the "health". Once the health reaches zero then win. This will make it more fun I think.

  • The water doesn't shoot from the front and centre of your "gun". On the shoot behaviour you can change the "Emitter Position" so it shoots from the right spot. You can enter the position manually by tapping "Emitter Position", or on the shoot behaviour tap the gun object graphic, and in the object chooser select your gun, and move the blue crosshair to where you want the bullet to come from.

May 31, 2016

working on some of your ideas. The water having gravity adds a whole new dynamic to the game now. Working on the next stage called crazy caves which now has fire which gets in the way and slows you down. I all ready have 12 levels so far.8 for the hub and 4 I have just worked on for the crazy caves stage. if the game is good enough and I can afford a pro subscription in the future this might go on the app store

June 01, 2016

New updates out now!

June 29, 2016

I have done more updates

May 30, 2016

Not a bad game for a start. Nice!

May 31, 2016

I am now improving the physics and adding more levels. Glad you liked it..I think this is my best game so far. Crazy caves (the next stage) will add more challenge and a new obstacle, fire!