If you ever need any licenses for your students, just email me and I’ll be more than happy to set you up for as many as you need (for free) <3
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Its super weird, but also really cool.
Lol! Yes that’s good!
I feel that game engines today are in a local maximum. The APIs that exist are kind of archaic, and I didn’t want to just clone those APIs “but do it in Ruby”. So I’m not surprised that things feel weird (in addition to learning Ruby on top of everything).
With regards to Ruby vs Python, I’d recommend that you write the code in a “beautiful” way (whatever you feel that looks like). It’s more subjective than Python’s strict formatting requirements obviously. But, games are a form of art I feel, so you want to use a language that shares a similar philosophy.
Make sure you are not using symlinks. GTK is designed to live within the game repository (it’s why the binary is so small).
When running the publish command, make sure you are at the root directory (and not in the mygame) directory. Also make sure that your metadata.txt file is fully specified.
DM me on discord and we can troubleshoot together.
Thank you for what you do. It’s really difficult to cut through all the noise out there.
Any friend of Lori’s is a friend of mine. So if you ever want to take another stab at learning to code, I have a DragonRuby GTK license with your name on it :-)
I’ll go first (feel free to use this as a template for your own introductions).
I’m Amir, one of the developers of DragonRuby Game Toolkit. I have over 20 years of software development experience and have been building games full-time for the past 6 years.
- Box: MacBook Pro 2019, 8 Core, 64GB RAM, Radeon Pro 580 eGPU, 8TB HD
- Monitors: Dual U4919DW Monitors (stacked vertically)
- Keyboard: Nyquist Keyboard with Kailh Bronze Switches and Mito XDA caps.
- Editor: iTerm + TMUX + Emacs (evil-mode)
Top 10 Games of All Time:
- Nier: Automata
- Final Fantasy Tactics
- Super Smash Brothers Ultimate
- Kingdom Hearts II
- Monument Valley II
- Final Fantasy VII
Languages I Know (Sorted by Favorite to Least Favorite):
- Lisp (Racket, Clojure, ELisp, Chez Scheme)
- Objective-C, C
I started playing this game and I said to myself "My goodness this is so well done. It reminds me of the game from LOWREZ Jam that I helped trouble shoot, and that won first place." Lo and behold, you're the same person.
You do amazing work and I hope that you find success in this industry.
Holy crap what a beautifully animated game. All the little details of the player were noticed (the dust lifting from the ground when she moved, the flowers reacting to being walked through). By far the most beautiful LOWREZ game I've played in this jam.
The game crashed when I woke up grand ma T_T (I tried a number of times). I'm still in awe with how beautiful this game is.
Great aesthetics. I liked the movement of the camera a lot. The jump mechanic from the ground started to feel good after trying it for a while (basically you can "chamber" the jump so you only have to worry about releasing). Wall jumping was quite difficult however.
Solid shooter. I really liked the auto shoot. Wish more games did that. Polished after image/blur effects on the ship (especially when moving larger distances). Old school sound et al was very fitting.
I'm a puppy? And I can hack? And I can pretend to be solid snake? But as a puppy? What more do you need?
All the animations were on point. Explosions, trotting of the fox. Aesthetics of sneaking around. Top notch job!
I got confused a few too many times between pressing z and x (yes even with the visual AB keys). You could probably make a typing game out of this now that I think of it.
Good lord that was a challenging game. Super polished, fluid controls (worked well even when I used my trackpad). Now I want a super lowrez Mariokart.
You need to add drifting to the shapes XD
Beautiful light effects. Solid controls and camera shake. Good implementation of collisions. Straight forward premise with regards to saving the miners.
The "fall" of the rocket could be a touch slower which would give me more time to reorient the thing.
Straight forward one button game play. I cracked up the first time I cast the reel XD
Don't think the digital clock you made went unnoticed. That was a fun little aesthetic that went well with the LOWREZ theme (with each pixel representing a "light" on the clock).
The minimap was a little confusing. I wasn't sure what the blue/black areas meant. Got the hammer and octopus (and broke my like like 3 times).
The dog "studio logo" at the beginning was cool too.
Really awesome art work. The building was my favorite drawing. Did she get stuck in the computer? She was stuck in the computer wasn't she? Post apocalyptic cyberpunk?
Music was legit.
The LOWREZ letter G in the font made the game literally unplayable :-P (thanks for telling me about FontStruct).
Solid start to the clicker I know and love. I liked all the fade effects of the font and the one upgrade I bought gave me the same "woo hoo" progress feeling when it went from +1 to +2. Get them upgrades in!!
Absolutely amazing lighting effects and blur effects! Music was bad ass, but I'd expect a more western theme. All the animation/art overall had an insane level of polish (you've done so much with so few pixels).
Nice pixel art! I walked around the entire map to see all the little pieces of landscape you created (also noticed the darkening effect you added to the top left). The mouse cursor was cool, and though it probably wasn't deliberate. It was kind of funny when the hands detached when I clicked in random places XD
The aesthetics of the game are adorable end to end. Music is light hearted and pairs with the art style and the general premise of the "fairytale" story. It may be better for dialog to trigger without the need to click on things (may just have it happen when you walk up to them).
I also appreciate that you added mouse based controls/touch controls.
Yep. This game is addicting AF. I'd play this on my phone will pooping if I could. The challenge is really nice given that their are multiple timing elements involved (not just avoiding obstacles, but also making sure that you're heading the right directions before launching).
I love bullet hell so much (Ikaruga is still one of my all time favorite bullet hell games). I liked the idea of there being almost like a "trade off" between shooting and moving. It makes it more strategic (vs just keeping the shoot button held down). The one piece of feedback I'd have is to make the bullets smaller. At this resolution, I'd like more options to weave in and out of the madness.
You can use + and - to change the speed actually. And making the “exit scene” squares a different color is a good idea!!
Who’d you end up picking? What did you think of the nightmare sequence (lol)?
And yes, the ending just takes you to the memorial with the title. I didn’t want to give any kind of “closure” (it’s up to the player to speculate and decide how the story unfolds in their mind’s eye).
I really liked the angle you took for this city builder. The use of minimal screen real estate is top notch seriously. Controls were intuitive and so was building selection. Gameplay progression could have been a little faster though.
I lost it. Completely lost it when I died and it said "Dinner Served." rofl!
This made me think immediately of Binding of Isaac which has a warm place in my heart (I've sunk wayyyy to many hours into that game).
Particle effects and all the animations were fantastic too. Loved it.
Awesome take on the genre. I really liked the approach you took to random battles (making them real time as opposed to turn based). Good decision on adding roads everywhere. It made it much easier to navigate the game.
Immediately reminded me of WarioWare! I was cracking up with each mini game, and then I realized that there was actually some kind of narrative and continuity to it. The idea of a mini game driven narrative is really freaking smart.
"Run abomination." - I chuckled
I real liked how the game felt almost like a maze when trying to find the hole. And then I took that one ramp that launched out of the map. "Literally unplayable" in such an awesome way XD
There was something enlightening about the golf ball being only 4 pixels (2x2). It really emphasized what can be represented with so little.