In which game can you make a cherry made of cherries? #foodlabthegame
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You could change h to an int: h=false becomes h=0, h=true becomes h=1 and testing if h is true become testing if h>0. That way, you get down to 547 characters (546 if you remove the first line break), plenty enough to close the game properly :D
Why so much violence :( Nice game about harassment and surviving in an hostile society.
I found a bug: the difficulty is not reinitialized after death. And you still have about 100 characters left: you can surely make it even better!
Hi ! I got a crash when trying the 6th episode of the robot. I play in french, if it helps.
Here is the log.
(By the way, congratulations for the game! It's awesome.)
version: v1.3.1 / 0.11.0 (mod API)
sess. ID: dicey_dungeons_2019-08-30_20'42'01
started: 2019-08-30 20:42:01
crashed: 2019-08-30 20:43:45
error: ERROR in callscenemethod(LevelUpScreen,update) static : Invalid UTF8, stack = Called from haxe.Utf8.length (/usr/share/haxe/std/cpp/_std/haxe/Utf8.hx line 74)
Called from lime.text._UTF8String.UTF8String_Impl_.get_length (lime/text/UTF8String.hx line 362)
Called from MyLocale.isstringenglish (Locale.hx line 354)
Called from starling.text.ExtendedBitmapFont.bounds (starling/text/ExtendedBitmapFont.hx line 588)
Called from starling.text.ExtendedBitmapFont.fillMeshBatchContainer (starling/text/ExtendedBitmapFont.hx line 451)
Called from starling.text.TextField.updateText (starling/text/TextField.hx line 241)
Called from starling.text.TextField.recompose (starling/text/TextField.hx line 217)
Called from starling.text.TextField.getTextBounds (starling/text/TextField.hx line 349)
Called from starling.text.TextField.get_textBounds (starling/text/TextField.hx line 335)
Called from displayobjects.HaxegonTextField.localcompose (displayobjects/HaxegonTextField.hx line 151)
Called from displayobjects.HaxegonTextField.draw (displayobjects/HaxegonTextField.hx line 162)
Called from displayobjects.Print.draw (displayobjects/Print.hx line 58)
Called from elements.Equipment.render (elements/Equipment.hx line 1879)
Called from elements.Equipment.draw (elements/Equipment.hx line 1610)
Called from elements.LevelUpReward.draw (elements/LevelUpReward.hx line 286)
Called from states.LevelUpScreen.update (states/LevelUpScreen.hx line 1042)
Called from Reflect.callMethod (/usr/share/haxe/std/cpp/_std/Reflect.hx line 55)
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 268)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 182)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
"Due to dug straight down into lava player got the foolish mistake ending" :(
I did win once by killing the enderdragon, but only by chance. It's a nice minecraft-player simulator even though the UI is crude.
That's right. To be honest, I'm not sure if it's a bug or a feature. Chickens should be hard to catch! I'll probably tweaks some constants so the player doesn't have to anticipate the chicken's path that much. Thanks for the feedback :)
The graphics is simple but does the job. But the lack of sound is sad: I would love to hear the sound of an old computer booting up.
So, in this end, this is a useless simulator. But not a fun one.
I achieved level 11… that's very hard (even though sometimes it's almost trivial). Could you display the sprite-goal in a corner of the screen? It would be incredibly useful :)
The behavior of up and down arrows are bit weird. I mean: the left and right arrows always make the same rotation (from the point of view of the player), but the effect of the up and down arrows depend on the object rotation, so it's difficult to control.