Hi, channel redeems are not supported at the moment. They go through a different interface than the chat.
DeadPixel
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Duration is in seconds. Intensity is a value between 0 to 1 (basically off through max power, so 0.5 would be half power).
Users acts as a whitelist for who can activate that trigger. If blank, everyone will trigger it, otherwise give it a comma-delimited list of users and only they will trigger it (User1,User2,User3)
No real documentation, sorry, it was never that serious of an endeavor. But the basic idea is to think of your trigger flow going left to right as a series of connected nodes.
Always start with a yellow trigger which is something that comes from the Twitch connection, a text value or a bits donation. Afterwards you can add an action node to the grid, usually to the right of the trigger (in practice, it doesn’t matter but makes for easier visualization). Say you pick vibrate, pick your device, the feature if needed, and set a duration and intensity.
Now you need to connect the nodes together to link them and complete the flow. So, click the right-most dot on your trigger, it should be yellow, and connect it to the left-most yellow dot on the action. Now the trigger knows that when it’s activated, to do this action. You can also do multiple actions all coming from the same trigger, or you can chain actions together. You also treat media nodes like actions in this same way.
Value generators are used to fill in values for the blue connectors. Either a constant value or a random one at the time it’s triggered. This just lets you manage your flow a bit better.
Pattern Generators load patterns used in the pattern editor, and both of their green connectors link to the blue duration/intensity connectors on actions and feed those values into the action, creating your saved pattern.
Hope that all makes some sense!
Hi, bud. The Steam key function is a standard itch.io feature. When you buy the game and are taken to the download page the Claim Steam Key button is right there.
Otherwise, at the top of this page should be a Download button that will take you back there, and you can claim your key.
I also believe I see where you bought it yesterday, so I’m going to go ahead and email you an extra key, just in case that you can give to a friend if not needed.
Have fun!
This is a great concept for a game, thanks for making it! I got to the exit of the second (platform) level, but it wouldn't let me through the door. I don't know if there was more to it, sorry. I enjoyed the simple aesthetic but with some juicing up and a killer soundtrack this could be a really fun puzzle platformer for you to work on. Great job.
Thank you for playing and the great feedback. I agree with both of your points, and you're right in that it came down to time constraints. I matched the movement speed to work with the walking animation we had made so it wouldn't have to be redone, any faster and he was spazzing out! I also really wanted to have an undo system in classic Sokoban fashion but just didn't have the time to make one I'd be happy with and debug it, too! Ah well.
This is my favorite so far. The aesthetic is clean and enjoyable, the music is a BOP (I caught myself dancing), and the theme and limitation are both present front and center and used very well. My only feedback might be to have a minimap or an arrow guiding you to missing pipes when you get low for old guys like me who don't remember so well anymore. :) Great job. (I scored A rank btw!)