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(1 edit)

I've implemented the gameplay for G&W Factory :) 
Thank you for sharing your amazing work! 

The RetroFab version is now available to playtest here
Let me know if you have any issues or find any bugs.

For the most part it should play similar to your version with the following small differences:

  • At the start of the game Mario is partially visible at the door to the building (instead of being offscreen)
  • At the start of the game pressing the LEFT button is the same as pressing the START button.
  • On game over, the crashed case or fallen Mario sprite remains onscreen.
  • Pressing the Game A, Game B, Time or ACL buttons will stop the current game.
  • Time can not be set.  
  • Alarm can not be set .  Alarm button turns alarm on/off.

I've also made some minor changes to the instruction guide, mostly replacing "g&w-case" with "G&W case", and fixing a few minor typos.

Wow, great job! Thank you for this opportunity. The gameplay is a little more difficult because of a reaction delay, but once adapted, and playing a fraction ahaid, it plays very nice. Don't mind the changes you made. Found only one issue so far : @ game B Mario should be able to fall from the loading dock at the bottom, which is not possible yet. If Mario does so in my version, while holding a g&w-case, the g&w-case gets loaded on the truck as he falls. Thanks again, well done, love it.

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Oh, thanks! I completely missed Mario being able to fall off the bottom-most girder.
I've updated the build with a fix :)

Looking great, gonna test some more later today, but i think you nailed it.

Deleted 93 days ago

Thanks for the feedback! I've uploaded a new build that should improve on the consistency of the order and sequencing of the cases. I've tried something to fix the issue with the arm movement, although some of it may be down the lower precision of the interval timer when the frame rate is low. Let me know if you see any improvement for both issues. 

Unfortunately, still the same issue, sorry.

Thanks for testing. Okay, I think to get it working exactly like yours I should try to see if I can port your source code instead. In theory, all I would need to do is map your image, sound and input handlers so they use the ones in RetroFab. If it works then it should solve the issues with my code since it will be running your implementation directly. I'll give it try later today and let you know if it works!

Sounds logical, hope you can implement it without too much trouble. If not, i'll search for my old files and process drawings, i used to create my code. Maybe they might be of some help. Thanks again mate for doing this, much appreciated. Sorry for being such a tough client.

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Okay, cool. Got your source code all wired in and working with the RetroFab front-end in the new build :) 

So now when you play a game it's running your implementation of the game logic and RetroFab just provides the graphics, audio and input services. 

I was also able to duplicate the changes I had made in the earlier versions: 

  • Mario appears in the doorway at the start of the game (instead of offscreen).
  • The Left button behaves the same as the Start button.
  • The final crashed case, or fallen Mario, remains on screen at game over.

I've tested and all looks to be working. Just let me know if you find it now works correctly when you test, especially the  order and sequencing of the cases. You can view your debug logs in the console to make sure everything is running as expected. 

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Looks really great! I've tried all different scenarios i could thing of, and so far found only one very small issue. When Mario falls off the bottom girder as third miss, and the game is over,  he doesn't remain on screen. One more favor please.  I'd like you to add yourself to the programming credit.