I just played the DX version over on Steam, and wanted to stop by and say how great this is. You packed so much - atmosphere, multiple biomes, mystery and some great exploring/platforming into such a tiny game. I'm in awe of what you manged in 64x64 pixels.
craggar
Creator of
Recent community posts
Not quite Ruby on Rails, but Ruby via DragonRuby Game Toolkit
Thanks for the feedback. I ran out of time before getting to a quick intro tutorial to explain the HUD. But what better way to learn than by running out of fuel and slowly dying as you drift into the vast expanse of space?
edit: I just played your game, and I love how simply you introduced the HUD, very slick!
Really enjoyed this. As other's mentioned it would be nice if the player bounded to the screen, and it took me a moment to really understand what I was doing with the green areas (not a bad thing - I think it's good to make the player discover mechanics). But I became really invested in hearing the whole story. I spared the engineer and the dad (because emotionally I felt I had to let the dad see his kid :) )
I would be interested to see where this goes, if it's continued. It sets up an interesting narrative without much exposition, and while there's not a lot that happens (or that I found so far) I want to play more. Technically, the camera is a little juddery, but I think that's hard to avoid in 64x64 resolution and it serves to add a certain intensity, and the audio is good too.
If you are using the 'entities', you could do something like: =========
game.full_timer = 300
game.moving_thing = game.new_entity(
:moving_thing,
x: rand * 1279,
y: rand * 719,
timer: game.full_timer
)
=========
Then in your tick:
========= game.moving_thing.timer -= 1
if game.moving_time.timer <0
game.moving_thing.x = rand * 1279
game.moving_thing.y = rand * 719
end
=========
Then if your mouse click is detected on the `moving_thing` reduce game.full_timer to something smaller.
I am pretty familiar with Ruby, as I use it all day every day in my day job for about 5 years or so, and I really struggle with the debugging on this. I make all of my classes inherit from a DragonClass, which handles `method_missing`, so I can at least catch stupid typos. It's not much, but it helps a tiny bit
```
# frozen_string_literal: true
class DragonClass
def method_missing(method, *_args, &_block)
printf("You called #{method}, which doesn't exist. Exploding.\n")
super
end
def respond_to_missing?(method_name, include_private = false)
super
end
end
```



