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View Profile Jeffmakesgames
Well, I tinker around with small game projects. I hope to have something neat for you all to play around with.

Jeff @Jeffmakesgames

Age 37, Male

Oregon, USA

Joined on 10/27/09

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Jeffmakesgames's News

Posted by Jeffmakesgames - May 17th, 2016


So, I removed the LUCK powers because I felt that they didn't work out too well.

I did however, do some visual adjustments that I think are fitting. Enjoy.

 

As for save data, I been kind of holding off on it until I get more stuff done with the game.


Posted by Jeffmakesgames - February 20th, 2016


Well, its been a while indeed.  Decided to upload some updates to Number Factor.

Power mode: I added 4 new powers.  They are LUCK powers.  Let me know how balanced it all feels.  You guys ARE the players.  Help me create the game that you want to play. ;)

Power mode: Reduced the cost of the power Blocker from 60 to 55.

Power mode: The power Next can now be activated multiple times to show up to 9 future discs.

Power mode: The power Lure has been altered so that the chance of the diamond should appear a little more often than usual.

Survival mode: 5 drops per level instead of 7.

Marathon mode: Completing the mode now gives 170,000 points instead of 70,000 points.  There is also a hidden bonus if you can complete the mode in a special rare way.

Timed mode: 12 drops per level instead of 15.

Updated some effects to how points and stuff are displayed. Should look nicer.

Updated the How to Play section.  It should be simple to understand the game from the information given.


Posted by Jeffmakesgames - October 25th, 2015


So, a few tiny updates in this version.

-  Hopefully increased performance by a little bit.

- I changed the energy meter and power button locations in Power Mode to make it feel better.  Also, fixed some descriptions.


Posted by Jeffmakesgames - October 17th, 2015


So... at the moment, I am working on a new mode of play and do some minor adjustments, like re-positioning the power meter/buttons in Power Mode.  I gotta do this because the new mode also using some powers.

I am sure a few of you may be wondering about this in Number Factor as well: "How does the scoring work with matching discs? 7 to 39 to 109 and onward..."

 

I am sure it does seem confusing.  The first initial matches give 7 points, and then on Chain X 2, all discs give 39 points... and on X 3, each disc is worth 109... and so on.  Well, here is the equation I use.

7 * ( [CURRENT CHAIN] ^ 2.5 )

The ^ symbol means power.  The current chain to the power of 2.5, then multiplied by 7.  Then the final number is rounded down.  Example:

[X] = Chain number.

7 * ( [1] ^ 2.5) = 7 * (1) = 7

7 * ( [2] ^ 2.5) = 7 * (5.6) = 39.5 = 39

7 * ( [3] ^ 2.5) = 7 * (15.5) = 109.1 = 109

...

7 * ( [12] ^ 2.5) = 7 * (498.8) = 3491.8 = 3491

etc.

 

This is how it works across all modes with scoring.  So, if you want to shoot for huge points, get them chain reactions going!


Posted by Jeffmakesgames - September 12th, 2015


After finishing some buttons, I felt it was time to push out this update so you guys could have a better and exciting disc matching time.  Version 1.20 is now out.  Quite a few changes have been done.

The menus look cleaner and better.

Audio can now be toggled off and on.

Disc balancing has been done for all modes, so there is a larger chance of getting higher valued discs.  Fewer 1s and 2s can be a good thing.

Flipside Mode was removed because it felt confusing as to what was happening, and seemed unfitting.  There will be more modes of play in the future though!

 

Anyways, enjoy this update.  You all earned it. :)

 

Now, see if you can reach level 102 in Hardcore Mode, or even finish Marathon Mode with a full grid, and 0 drops remaining.  That, might be a challenge.


Posted by Jeffmakesgames - September 9th, 2015


Still working on Number Factor.  So far, I think I got the audio toggle working, so that should be a nice thing in case people would want to play without sound on.

I believe I got a good disc balance as well as for the disc setups given when you start a game mode.

However, I have chosen to remove 'Flipside' mode in the game.  I felt it was confusing and just didn't fit well.  Once I get these menus done, I think I toss out this update just so you all get something new.

High scores and achievements won't be available just yet either.


Posted by Jeffmakesgames - August 15th, 2015


The progress is slow but working at getting something out to you guys.  Maybe not high scores or achievements... but something good though.

One change I am doing for all modes is some disc balance.  Gray discs are more likely to be higher valued, as well as the disc drop frequency in the future.  Nobody likes a huge cluster of 1s and 2s together that can't be cleared.


Posted by Jeffmakesgames - June 16th, 2015


Well, I am about to test something in game maker to see if it can see my data file and load/save to it, if it works, I can begin doing stuff with it for Number Factor.

Anyway, I feel like sharing something behind the scenes in the game, how it makes a setup of discs when you start a game.  We'll take... Classic Mode for example.

First, it decides how many discs the setup should be made of.  This is between 7 and 21 discs.  Other modes may use different amounts.

Now that it has a number of discs, I made it look at each column and ask whether or not that specific column has less than 6 discs in it.  If so, I tell it to make it a possibility to add a disc to it.  Then to randomly add a disc to a column.  I repeat this until all discs are added to columns.  If a column has 6 discs, it cannot be added as a possibility.  Under no circumstances in any game mode will any columns be full when you start a game.

Okay, all discs added.  The thing is, these are not the normal game discs you drop, these are special 'setup' discs.  Once added, they are given a random value.  These determine if it will be a gray disc or a numbered color disc.

Now, a check is made with the ''setup' discs.  Does it match its connected horizontal or vertical group?  If so, I make that setup disc change its value to become a gray disc.  Now that the check is done, I tell the game to make all the 'setup' discs into the actual game discs and the screen fades in.  This entire setup is done in pretty much an instant.

So, every time you play, you get a new setup randomly generated.  PERFECT!

---------------------------------------------------------------------

UPDATE: Well, it seems my read and write to the save file was a success!  I will begin looking into Number Factor and see if I can't get you guys some way to have local high scores + achievements and stuff.


Posted by Jeffmakesgames - May 29th, 2015


Ugh... May has been a crummy month for me.  :P

Luckly, been feeling much better.  Been wanting to get a game project that had sat on my desktop for the past 4-5 months.  I plan to use it to test game data saving.  If it works successfully, I can put it into Number Factor.

Just posting this to let you all know that I am still around. :)


Posted by Jeffmakesgames - April 30th, 2015


So, time to reveal some of the names of the modes I have planned out so far... but minus the details so not to completely spoil them. I still have to actually program them of course.

Drop - ???

Puzzle - ??? (Before I can make this, I need to find a way to make the game save progress data.)

Battle - ??? (Same as above.)

I know some would love online high scores and possibly medals/achievements, but I am not sure how that would be possible in html5.  Yet, anyway.  For now, local achievements and high scores would have to do.