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Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
So, uh, if my roommate and I just put up our game on Kickstarter, am I allowed to post that here? I don't want to step on anybody's toes. We're at least a bit of ways into development, and have (admittedly scarce) video of gameplay and whatnot. I didn't see anything about it in the original post, though, and don't want to look like a jackass*.


*Too late

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Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Good enough for me! https://www.kickstarter.com/projects/2142630902/maricide-a-rogue-lite-platformer-adventure-game

Also featured: my stupid face, bad webcam

It's still a little rough, obviously, but we've got all the basic stuff down. We're working on different enemies right now, since we want each enemy to have its own unique gimmick that forces different approaches and strategies. I really wanted to show more gameplay, but without the kinks worked out of a few more enemies I don't think a fat guy jumping around hookshotting everything would be all that exciting. I'll probably add more crap to the video as time goes by. Roommate's doing all the code, I'm the graphics and concept guy.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Yeah, I was still under the impression that the face cam was obligatory. My coder just got a bunch of stuff updated to the new version, I'm planning on redoing the video tonight. Should be 100% gameplay by tomorrow morning.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
edit: Nah, gently caress it, you guys are right. I'm going to put the KS on the backburner until we get more to show off.

Lunatic Sledge fucked around with this message at 02:49 on May 15, 2015

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Ehhh I guess I could post this here.

I had one of those weird brain moments where a bunch of stuff just clicked into place, and figured out how to make an interchangeable RPG thing in Construct. I guess it's the start of how a lot of phone games / Facebook style games work, I was just surprised I could do it without... uh, learning code. I made a dumb crossover/fanfic thing/C&D letter waiting to happen out of it, that I plan on updating for a while to add new characters and crap to. At least, for as long as it looks like somebody might be interested in it.

My REAL goal is to figure out what works and doesn't work for a game like this, then use that to make something more original further down the road. Until I get the kinks worked out, though, I'm content to Google pictures of superheroes or whatever to keep the thing afloat.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
So, uh, while in a depressed haze I started tinkering around in Construct again, and ended up making GBS threads together a Super Crate Box clone. Normally, I have problems with getting too ambitious, overthinking poo poo and then it all falling apart under its own hubris and/or working with an actual coder that ends up burning out but, with my brain not being able to actually think for a good month or so I slowly cobbled more and more stuff onto my SCB-like until it's kind of a different game now?





Aside from superman lances, god lasers, and a passive item slot, I've worked way too much of my life in casinos so my brain always goes to gambling, and I've started dumping weird gambling mechanics into the game. Like, the end all be all goal of the player is to make as much gold as possible (by grabbing as many chests as possible), and the final version will have some kind of leaderboard for people to compete over. But, the way the game's laid out is thus: you always start on the first level. If you make enough gold, you're offered a chance to halve your winnings and move onto a second level, where everything's harder but worth twice as much. You make enough there, you're offered a chance to halve THAT to ante up to an even harder, even more wealth spewing level, and so on until you can't make the buy in or you run out of levels or you get tired of playing I guess.



I'm also planning to weave smaller gambles in between all the ante ups, like sacrificing max HP or whatever to further increase your money multiplier on a given run. The final game will also have most of the weapons and items locked, so the player can spend their total acquired gold across numerous runs to have better gear show up in future runs. That's mostly just so people don't get overwhelmed with 13+ weapons and 10-some-odd secondary items right out the gate.

That being said, I'm mostly working on adding and testing weapons and items right now, so the current build is very much a "here's a huge pile of things with no explanation also they swap every time you grab a chest GO" kind of game. Aesthetic stuff is half in and half out depending on the weather and how it influenced my will to actually make stuff on any given day. It's got a Game Jolt page up if anyone wants to try what I've got. It's HTML5, so, you don't have to actually download and install anything. It just plays in the browser.

https://gamejolt.com/games/antehero/362201

My eventual goal is to slap it up on like... I dunno, Kongregate or something. This thing's more of a symptom of real life problems than it is an aspiration, but I've gotten this much done so eh, gently caress it.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Deals are in



Three levels and a final boss are in



13 weapons, 12 passive items, and 6 characters with separate abilities are in. All that's left is locking all the stuff behind upgrades, and sprucing up the main menu / cleaning up a few aesthetic things here and there.

It feels weird being this close to actually finishing a game, even if it's a small one.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Well, my game's up on Kongregate, if anyone's into arcadey browser games.

https://www.kongregate.com/games/44Magdalene/ante-hero

It's had some hiccups, and I kind of soft regret implementing an upgrade system at all. Game's more fun with all the poo poo on the table, and the difficulty starting out seems to have put some people off.

That, and it got downvoted a handful of times by people I know didn't play it because they didn't submit scores, but whatever game sucks I don't care. I learned valuable lessons for next time.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Stick100 posted:

You might want to consider throwing it up on Steam for $1 or something. It seems like a decent game. I'd suggest changing the starting player to the knight so you at least have 2 hits. Some more tutorlization of upgrades would help as well. One question that came to mind is if I choose an upgrade of the three am I locked out of buying those upgrades as well? I'd suggest changing it so that every chest has a non-duplicate item, it's strange to switch sometimes and not switch others.

I think Steam charges a fee or something for putting a game on there, don't they?

Also, thanks. Both for playing it, and for the suggestions. I started to say that having items not duplicate at all is going to be a tough one, something something item pools, but halfway through typing it I realized an easy way to do it and I'm a goof for not doing it in the first place.

edit: oh also no you don't get locked out of upgrades you don't take. It does shuffle the potential upgrades on every purchase, so you might not have those same options again for a while but they'll come back around sooner or later. Yeah, I need to make that clearer.

Lunatic Sledge fucked around with this message at 08:00 on Sep 7, 2018

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Well, poo poo. With the way it kind of stumbled out the gate, my original plan was just to pack up and move onto a new game. If Ante Hero secretly doesn't suck as much as I thought then Steam seems like a good next step.

My main problem is that, uh, $100 is a lot for me right now. Steam might be on the table if the Kongregate rating climbs out of its hole, since Kong pays out to its top 15 new games every month. Failing that, I might be trying to a crowdfund a whole hundred dollars. I guess in the meantime while I'm waiting to see how the Kongregate money shakes out, I'll keep working on it.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Nybble posted:

Have you considered Itch.io?

I've seen it mentioned a few places, but I know absolutely nothing about it. I guess I could look into it.

re: getting the money back from Steam: yeah, that part's cool and all but I currently survive on ramen and Shur Fine Cola. Scraping together 100 bucks in the first place is seriously a process for me at the moment--a process I'm going to work on, but a process nonetheless.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Yeah, I appreciate the offer but I probably need to experience doing Steam release stuff for myself (at the very least, for future reference). Kongregate money / crowdfunding should cover my entry expenses, it's just going to take a little longer to get there.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
I'm kind of touched; I think someone actually bothered to cheat at my game.



High scores are on the right side. Highest so far have been <4000, with the current top two being a very clean 9999 (believable, but--) and 50,000+ from a brand new Kong account. People are weird.

Lunatic Sledge fucked around with this message at 22:19 on Sep 11, 2018

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
I spent like two days trying to reproduce a glitch that I got numerous complaints about, only to discover that it was browser specific

thank you for your time I want to eat my desk

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
there's something about making a trailer for a 30 minute game that feels really silly

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
hello friends it's story time

So in a depression fueled bender of sorts I put out Ante Hero, whose biggest problem ended up being exactly what I feared. Having a bunch of weapons, some with niches and learning curves, is fine; having people collect points to spend on those weapons was a big ol' mistake. If a weapon you don't like just randomly shows up and is a natural part of the game, it sucks but you can roll with it. If you personally put in time and effort to unlock a weapon you end up not liking, it becomes a different psychological beast--you now feel punished by the game, like you were coaxed into making a game-changing mistake that you now cannot undo. Game would've been better if I'd skipped the upgrade gimmick and spent that time on a couple more levels. Game's more fun with all the goofy poo poo unlocked anyway.

OH WELL I LEARNED and I made #8 on Kongregate's game of the month list, so they're going to pay me actual money.

but I'm still Iron Man 3ing it and hey, I do need money so I continued churning out an entirely different game that I finished in like a month but I'm way more satisfied with anyway, introducing Labyrneath.

It's a pretty straightforward puzzle/platformer, I decided to cut back on upgrades and scoreboards and just go with what I know which is Super Mario.





Free retro music is hard to find but royalty and copyright-free cinematic music is all over YouTube, so I ended up going that direction with it (and a lot of people have praised the choice of music so I guess it worked out). It shot for sort of atmospheric and light storytelling and overall I like it better. More interestingly, I also tried something of... uh... let's call it a marketing experiment. I gave the main character ridiculous anime boobs.



There's no jiggle physics, no lewd content in the game proper. Outside the title screen and the ending, it never comes up. I just gave her comically oversized boobs. Reactions have been understandably mixed.



As far as hits go--not the game's rating, but how many people clicked the little icon to actually play the game--Labyrneath has almost pulled in three days what Ante Hero took a month to accomplish. I'm disappointed in society and I'm disappointed in myself.

Overall, though, the game's keeping pace on the front page of Kongregate and Newgrounds, getting good reviews on itch.io and Gamejolt, and I've gotten a few offers to put the game in other places (some of which I'm still negotiating with, because lol at being offered "exposure" instead of "compensation"). If my desperate bid for immediate satisfaction can calm down for a minute, I'll probably take more time with my next game and not have it be, like, half an hour long. I've also paid for a steamworks thing and am trying to navigate that, but uploading a game to steam is like loving rocket science compared to uploading one anywhere else so that might be a couple more days of me yelling at folders before I figure it out.

In short, I want to thank everyone for their support even though I turned out to be a bad person using fanservice as a crutch to hock his cheap games

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
over the last day or so I have learned that a lot of systems in Construct 2 (and possibly HTML5 games in general) are tied directly to monitor refresh rate

as in, I have one level where a spiked wall is chasing the player so you have to run really quickly to outmaneuver it. If you had, say, a 165hz refresh rate this wall would run faster than your character could and the level was physically impossible

in figuring out a way to circumvent that (I fixed THAT one), I've discovered that like... this might be affecting a poo poo ton more features of every game I've ever made. Like, I am falling down the rabbit hole today.

Some of the more complained about weapons in Ante Hero are tied to in-game 'ticks,' which might play out totally different for people with sub-60hz refresh rates

to summarize: my games give an entirely different gameplay experience (including much longer screen transitions, slower weapons, different enemy behavior) for people with bad (or really good) monitors, and I find this loving insane. There's a work around in Construct 2 involving replacing anything tick-based (the default) with a small math thing, but the fact that this is has I guess been an issue for several years and there's not JUST no way around it built into the program that helps you make games but I wasn't even notified about it until I had enough of a player sample size for some of them to have old monitors and complain about it, and it is blowing my mind

I had gotten complaints about the wall being too fast or the main character being too slow, and it wasn't until I was able to watch and compare people playing the game on YouTube that I realized it wasn't subjective and some folks are just bad at games, it's like they're literally playing two different games

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Some of Construct's features are framerate dependent and some are framerate independent--allegedly. I have video evidence of regular, normal rear end gameplay being real slow on one person's screen and perfectly fine on another, with no real explanation from Construct support/staff about what the poo poo's going on there.

Fixed time step is sadly not a toggle I can switch on or off in Construct; I'm going to have to go back through and manually change every "per tick" script to a thing*dt equation which isn't hard but the fact that I have to do this at all is just loving silly. Construct's own tutorials and example games use "per tick" in their events.

https://www.youtube.com/watch?v=ilcRS5eUpwk

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
sadly, Construct 2 is Baby's First Game Making Program (I am a baby), I don't... think? I have that kind of freedom?

at the very least I can't find any forum posts / tutorials / instructions / mentions online for doing that in Construct, but I also have a brief history of doing a bunch of poo poo in Construct that you're not supposed to be able to do soooo

we shall see, I'm well into poorly charted territory now

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

anothergod posted:

https://www.scirra.com/tutorials/9624/limit-your-framerate-build-to-60-fps

I read through this and it seems like a hack, but, really, cutting anything too sharply w/ as blunt of a tool as Construct 2 is probably going to be a hack. It's not a matter of not hacking at things, its just a matter of hacking at things in a way that it doesn't matter in the end.

Yeah, I saw this for nw.js builds, but all my exporting so far's been as an HTML5 browser build--I don't think I can upload that way to, say, Kongregate (though it does offer a fix for a potential Steam version, which is one less headache going forward).

Kong uploads just kind of involve me dumping all the files but an index.html in a zip file, with no real .json file to edit.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Hammer Bro. posted:

The Games Factory Sonic the Hedgehog fan game

That is amazing, and does sound like the kind of goofy poo poo I'm dealing with

At the very least, I've learned my lesson about deltas, and thankfully not that many people seem to have Unusual Monitors (and this particular game isn't real complicated to begin with) so I'm not totally destroyed because of it

I'm just... still stunned, at how dumb the whole thing is, on principle

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
well, boys, I hit the big time



my game is now being shamelessly re-uploaded to dozens of game portals without my permission and sure as hell with no payment

I would be mad if I weren't kind of flattered, and also getting paid enough by the sites that are compensating me that I probably shouldn't give a poo poo

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Fangz posted:

Would you consider it a 'game for kids'?

I mean, the gameplay is all ages but the Macy's Parade Anime Tiddies are PG13 at best

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Discendo Vox posted:

You know you have to draw this out into a series, right?


...and that if you do so, you may wind up making more revenue than half the thread?

oh hell yeah, I've already started sprite work for the sequel

I'm actually fighting myself on whether or not to stay the course re: outrageous boobs, on the one hand it is a very skeevy tactic but on the other hand the reactions have been really funny it did seriously improve the game's success, but also that's what skeevy corporations think when they do skeevy stuff for money

but I also don't know if dramatically changing the main character's appearance moving forward would compromise my-- sorry, trying to say this without laughing-- compromise my artistic integrity

John, I am the demons

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Omi no Kami posted:

This may be subjective, but for those of you with decent 2d art chops, is there an obvious style to start learning as a programmer wanting to do their own art? I have tons of proof of concept/experimental games that I'd love to upgrade from programmer art, but can't justify budgeting real artist hours on 'cause they'll never make money. I like pixel art, but my understanding is that good pixel art is an absurdly difficult and time-intensive style to get right when you're using it in games.

I wouldn't call myself an expert by any stretch, but as someone that's had to pump out sprites at a frantic rate for both webcomic and game purposes: shoot for clarity, shoot for quality but don't obsess over it. What I like about sprite art over traditional art is that it's much, much easier to reach "good enough." A master pixel artist can make beautiful, mind blowing god drat works of art, yes--but you personally don't have to do that. Even really simple art can work.



Nothing that complicated, short stocky people, but it's readable. It's not winning any awards, but it serves its purpose. The gun is a gun. The door is a door. The people are people. There's a lot of amateur rear end mistakes in this picture, there's a lot that could be done better--but it still functions. As long as the background and the foreground don't eat each other, as long as the player can tell where the character is, what the character is, and what is or is not ground (if you're doing platformy stuff)... you're good to go. It ain't gotta be the Mona Lisa; perfect is the enemy of good, and this is like quadruply true when you need to sprite up every single character, enemy, weapon, and miscellaneous object in your project.

I don't know if that was what you were looking for, but that's my advice. I'm self taught at this poo poo and I'm not great at pixel art but I've had to do a poo poo ton of it. Aim for good but don't obsess over trying to impress. I, for example, shade but in the laziest possible way. If it works it works--trying to have bugless, functional programming AND the world's best pixel art, and doing them both yourself, is a very fast way to kill your brain and/or hate whatever you're working on. Good is also subjective--simple, even simpler than I did here, can still have style and sizzle and function.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Omi no Kami posted:

What's your workflow like, do you use Photoshop and go from some kind of sketch/draft to concept to polish? Or is it really as straightforward as getting an eye for what works, then drawing it pixel-by-pixel?

It kind of depends on what I'm doing. People, for instance--I just draw those pixel by pixel and kind of eyeball it, but I always have my other, previous people sprites next to them so I can get heights and consistency right. A lot of miscellaneous poo poo is the same way--I draw doors, chairs, all that based on the size of my people so it all makes sense, but I don't really draft up / do concept art for any of it. That's me, though--I'm sure a lot of people would call me crazy for that. I am... really huge on efficiency, though. I don't wear socks. It's just another step between my feet and shoes. The people in my comics look like the people in Labyrneath will look like the people in my next game because I found a style and proportions that work and gently caress it if I need to change that now.

(I say that but I did totally change it up for Ante Hero; I needed smaller sprites so I could fit more poo poo on a single screen)

For cars I have to google stuff. I'm bad at drawing cars, even by hand--I physically cannot remember what they look like well enough to not draw goofy Jetsons cars. I don't trace, but I will shrink a google image searched car and keep it next to a sprited person so I can get all the sizing poo poo right, and make alterations as need be. In general, I find natural stuff (rocks, trees, grass) easy to draw on paper but hard to sprite, and technological stuff the exact opposite--man made poo poo has hard edges, consistent slopes and perfect spheres and that's easier to do when you're working on a corner to corner grid.



This hummer was based on real pictures of hummers, but the proportions are a bit different because I needed to make it look like my people would fit in it with their tiny legs and huge heads.



This random rear end machine wasn't based on anything. No googling, no draft, no concept art. I just opened Photoshop, got one of my people sprites for a height comparison, and started going to town. I think I only do concept/draft type stuff when I'm drawing large scale people for like, character portraits and poo poo--then I do the whole nine you would do when normally drawing a person, with a framework and all that jazz. Any small scale art, I just eyeball it. Again, to emphasize: I don't know if that's the proper way or to be encouraged, but I ain't got time for it. I need a bajillion sprites today, gently caress drafts it's pixel time

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
re: episodic games, my platformer is kind of leaning this direction on accident. Like, the first one did real well, and I've got enough ideas to squeeze out two more whole games based on the same stuff (slightly tweaked and improved, because I learned things). The first game was stand alone, but I'm going to end the second one with a hook for the third one. Kind of like Star Wars, I guess, where A New Hope doesn't make you think there's a trilogy coming but Empire totally does.

I don't know if that's episodic or just regular (somewhat lazy) sequels, though--someone made the Mega Man comparison above, and I was thinking of it like that. Mega Man is Mega Man 2 is Mega Man 3, he just gets new stuff / the gameplay gets pinned down a bit better.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

ptroll posted:

Hey thread, what do y'all usually do about music?
So far that's the one thing I haven't been able to just handle myself like I would for programming or art. Do you usually just use royalty free stuff? Hire someone? Make it yourself? Hope the problem goes away on its own (my current approach)?

For context I've got a ~50 level puzzle platformer that I'm hoping to sell at some point, and the lack of music is starting to make me antsy now that I'm approaching the finish line on everything else.

I've tried many a time to make my own, but it turns out I'm almost as bad at music as I am at math

royalty free, is pretty good; if I had more money I would absolutely hire someone though

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Drive-Thru Salad Bar posted:



Changed to a different tileset (source here), made the magic attack less op, shuffled some sprites around, updated the hud, working health system.

...but still no way to die yet. It feels like working on a never ending painting...

it's a small, dumb thing to suggest, but you should make the coins shoot up higher when a monster dies

possibly bounce off the floor a little when they first hit the ground, if it's not too much work

the screen shake and slight hesitance on monster deaths is good, but I feel like being able to jump and catch one of those coins out of the air before it hits the ground would pump the satisfaction levels into the stratosphere

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
So, I'm working on a sequel to my platforming game, and after thinking a lot about it I want to share a hot tip for anyone that may end up making the same mistake that I did. This may be super obvious to everyone else and I'm just a huge dumbass, but they didn't teach me this in game design school (note: did not actually go to game design school)

When I made my platformer, I made the player's hitbox narrower than the character's sprite. Not a whole lot. Just a smidge. Just a wee bit. My logic was, it would make the game more forgiving. Right? If an enemy just grazed you, you could get away with it. It'd be a little treat, just help the player without them even realizing it. It works for shmups, they have smaller hitboxes than the sprite all the time and people love it, it should work in a platformer. Right?

Wrong, idiot. See, people who played Mario Bros for years got used to doing this:



which seems like a small, dumb thing, but when you spent your whole life making jumps from pretty much not on the platform actually it becomes ingrained in your subconscious. It's instinctual now. So, if your platformer hitbox is narrower than the sprite and your game plays suspiciously like Mario, people are going to book rear end straight off the edge, attempt to make jumps at the last second, and not realize that the last second was two seconds ago.

Thanks Miyamoto, now people think my controls are unresponsive. In conclusion: narrower-than-they-look hitboxes are good for shmups, maybe not a great idea for fast paced platformers (or at least not any that even vaguely resemble a Mario Bros game mechanically). I learned my lesson, I am passing this wisdom onto whoever else might stumble onto this and, like me, have a bad relationship with player psychology.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
I've started working on a sequel to Labyrneath, and have uploaded the first five levels to Gamejolt.





Things on the to do list still include: pause, sound options, saves, controller support

Things that need to be fixed that I'm aware of:
- camera snap on turn around is a bit too sudden
- you can currently glitch the handle switches by coming at them too fast and using your sheer horizontal momentum to slide right back off
- the Y scrolling on one of the background layers is hosed up and nobody will probably notice but me but it still bothers me
- space bar could probably double as a jump button because what the gently caress else is it doing

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Sundae posted:

I have a general game programming question, specifically with respect to Game Maker Studio 2. If I'm not planning to export for mobile devices and intend to keep solely to PC distro for a platformer game, how important is it to keep things running clock-dependent vs frame-dependent? I'm looking at most modern computers and seeing no reason that poo poo would ever bog down enough for it to matter, but I'm a certified idiot so what do I know.

Like, is this in the realm of "eh, if it impacts gameplay then do it" or "holy gently caress, always build your systems into dT and run screaming from GMS2's native systems" territory? GMS1 was a definite "do it or die in about 6 months when you develop too much complexity" system, but I'm pretty new to GMS2.

I don't know how much GMS2's native systems are already built for it (I use Construct 2, and some stuff is non-dependent by default and some stuff is... uh, different), but just making browser games the phrase "framerate dependence" now gives me war flashbacks. I had a platformer that was unbeatable on 144hz monitors because some of the hazards moved too fast.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Polo-Rican posted:

But on the other hand I see a lot of posts on Reddit like "hey, after x years we released our game" that have, like, tens of thousands of upvotes and sit on the very top of the front page. I assume these are all paid, right? Anyone have experience with this?

I have never successfully promoted anything on reddit, ever. Not webcomics, not games, not books, not even specifically on subreddits designed for self promotion. I might just be real bad at reddit, though. I don't like the place and maybe they can smell that.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Me: Getting too ambitious is the easiest trap to fall into, you need to get your game done in an appreciable amount of time
Also me: What if a chase sequence with like, a giant man eating flower

for all the weird things I am totally confident in spriting, my kryptonite is 100% natural looking poo poo. Caves, grass, trees, I can draw it just fine but making it in pixels is like solving a rubik's cube while getting a root canal. Spriting big poo poo is also a much taller task than spriting small poo poo for a wide variety of reasons

I have been dicking with this big lovely plant monster for the better part of today and I can't even tell if it's hot garbage or not anymore, my brain cells are cooked. I'm either gonna wake up tomorrow like "yeah that's salvageable " or I'm gonna wake like "why did you waste your time on this, you fool, you absolute buffoon"



for contrast / comparison, I was shooting for a huge cracked out version of these little duders

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
this whole thing's been a huge pain in the rear end and it's still a work in progress, but I have the beginnings of a boss fight





fight being a tentative word because the main character has no combat abilities

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
hello, I just wanted to regale you all with my tale of how Construct's auto-save function crashed the program

and didn't, in fact, save anything

it's a short story, actually that's the whole thing I'm livid

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Hammer Bro. posted:

Construct 1?

I remember being aware of that bug and paranoid by it the brief time I was using Construct.

Shame they abandoned it in favor of HTML-5 oriented Construct 2, 'cause it was an impressive first offering.

I think I moved onto Stencyl next (another visual-scripting style engine). It had one or two good ideas but I don't remember what they were because I didn't use it for long.

Construct 2!

That's terrifying that this might be a bug that predates this entire iteration of Construct.

I like the HTML5 stuff, as it makes it easy to export to browser game sites like Kongregate (where the vast majority of the games are garbo, and thus I can make money off of merely okay games). I never finagled with OG Construct, though.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
I think... Labyrneath II is officially finished. I want to shoot for Kongregate's game of the month list again, and I've got a couple of days until April actually starts, so I also have a couple of days to dick around with bug testing on Gamejolt. Improvements over the first Labyrneath include:

- Multiple checkpoints per level, holy poo poo
- Boss... experiences
- Less hosed up hitboxes
- Level select
- A save that can't be accidentally overwritten
- The pause menu is tied to more than one key
- Totally different gimmicks and mechanics
- Turning the sound off should actually work for real now
- This bullshit:



(this is from an early build, there's a bit more going on with the background in the final game)

Since the biggest complaint I got on the first Labyrneath was about the excessive anime cleavage, but ridiculous Macy's Thanksgiving Day parade boobs also got like 120,000 people to click the stupid thumbnail, for the sequel I reached a compromise and the title screen is now way more rear end focused I'm going to hell

also like with the first Labyrneath, I cranked this fucker out in like a month. If I ever find the patience to spend more time than that on a game, or the drive to just pump out a game EVERY month, I'm going to live like a king on my pile of tacky browser game gold

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?

Discendo Vox posted:

Congratulations, Lunatic Sledge!

Some notes:
  • I was unable to run the game in chrome. This might be an isolated case, so maybe others can check.
  • I recommend adding a short invincibility period upon respawn, as you can spawn into enemy projectiles.
  • At the start of "Switch Flippers" there was a sign of some sort of artifact on a tree above and to the right of player spawn.
  • Your boss fight has...issues, I'm afraid. The period to reenter gameplay upon death is too lengthy, and I have no idea how to dodge the seeds that come from the right after the first phase.

  • Weird. It runs alright on my Chrome, yeah, might need to get more eyes on it to see what the issue might be.
  • Oh, yeah. I don't why I didn't think of that.
  • drat, good eye. I'll have that and the invincibility thing fixed in the next build, should be able to get it up tomorrow.
  • Is it the boss entrance being too long? I thought about cutting it off on subsequent attempts, but I also didn't want to just chuck the player straight back into the poo poo on death. In the second and third phase, every other seed will bounce off the back wall; they'll angle toward wherever the player was when they start the ricochet. The trick is to just keep moving.


edit: I might be able to shorten the entrance on subsequent tries, it'll just take me a bit to hash out. Worst case scenario I can just drop the boss levels entirely; they took the most time to implement by a wide margin, but they're probably the levels I'm least satisfied with.

Lunatic Sledge fucked around with this message at 09:16 on Mar 30, 2019

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Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Labyrneath II v1.1 is up! Player now has about a second and a half of invincibility on respawn (and will flash during this period), I fixed the floating tree corner in Switch Flipper, and now if you die during either of the boss levels the boss's subsequent entrances will be significantly shorter. I didn't get rid of the entrance entirely since I don't want the player to have to dodge poo poo right back out the gate, but this does shave like 2+ seconds of waiting off. You'll still get the full entrance if you start the level via level select or just reaching it manually.

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