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So, um... I hate to say this, but I just downloaded and launched the latest build, and... the inventory doesn't render(hovering works, though), your ragdoll doesn't update(even when losing or replacing parts), and the attack list doesn't match - it says Reaching Chop, but it's always grayed out, hovering says it's actually leg sweep(and it in fact is), and all my bones are shown as only e.g. "'s femur" on the ragdoll(correctly when dropped).

Seems as if you have borked a few things ^^`

ahh, yep, that's pretty bad.

If only it had of broken in a way that was immediately visible, I would have noticed.

I'm pretty sure I know what's causing it, just don't have time to fix it now. Will do later though.

Okay, THAT should fix it.
Turns out my dumb fix for some of the browser stuff was actually wrong, I should have tried an even dumber fix.

(1 edit)

Thanks!! So far at least seems to work dandy. Would you mind if I were to contribute/modify the game just a tiny bit?

EDIT: Whoopedoo, I completed a run :D I was really worried about how strong Death might be, so I swapped some bones out and had to do two attacks instead of one but I did it ;)

Well done, glad to know that it's all working probably.


And sure, edit it as much as you like. I'll upload the sourcecode now. Be aware that this was all written in a single week, so it probably won't be put together in the most sensible way possible. Also a lot of the code is written in Australian.

Hey, I ended up being super disorganized and other mental state stuff, so I never worked a whole lot of it, although in the time I did, I did this:

It's kinda horribly messy, but eh :P

I was also thinking of adding a Damage- property, and renaming Damage to Strong/Weak, the current Strong/Weak to Durable/Brittle, keeping Armor/Vulnerable, Reflect, Heal.

Also changing bone generation, so that "Adjacent", "All", etc. qualifiers count as more value, perhaps adding a "left/right side" qualifier, vulnerable/armor applying to the same bone get conflated, and for bones to be more likely to have fewer stronger rather than a ton of weak effects.

Anyway, it never particularly got anywhere, but I wanted to share the thoughts anyway.

Hey, that's awesome!

Those are great ideas, I'd love to see the Löve files for that property visualisation you've put in, that looks fantastic. To be honest, I haven't really worked on it much past those patches earlier this year either. It's always been at the back of my mind though, and I've been thinking about it a lot recently, as I've been getting into a lot of  latin American stuff, and their day of the dead tradition (playing through Grim Fandango right now).

Thanks for posting, I'm always open to ideas for improvement.
If you make any more changes, or just come up with more suggestions, I'd love to hear about them.

And those Löve files, please send.