You can change it in the settings:
Or even switch to fullscreen if you want :)
Welcome to itch! I use butler to publish builds of my games to itch.io: https://itch.io/docs/butler/
It's really handy! First I have a script to copy the final version of my game's files (the .exe, .dll, the content archives, etc) to a folder, then I have a second script that butler push that folder to itch, and that's it!
The hookshot occupies the same spot as the mercury vial in the inventory. So you do have the hookshot, but it's hidden by the second vial you're not supposed to have.
(I just fixed that bug, thanks again for letting me know!)
You can indeed edit the save file to remove the second vial. First, make sure to exit the game. Then open "save1.json" with a text editor. When you see
replaces it with
That should do the trick. The extra vial will be gone, and the hookshot will reappear in the inventory.
Sorry for the inconvenience! But thanks for reporting these bugs to me, it's really useful ;)
I'm a french game programmer whose hobby is... making more games on my spare time?! That can't be healthy, but who cares, I have fun doing so. ;)
Last year I made a free metroidvania, and this year I'm getting serious and paying tribute to my favorite series of all time: The Legend of Zelda. I just wanted to make a good old action-adventure game, with an interesting world to explore! I aimed for something halfway between Link's Awakening and The Minish Cap:
Many traditional items and enemies make an appearance as you explore the overworld and the dungeons. The quest is complete, offering 2 to 3 hours of gameplay. Here's the pitch:
The people of Falern have a tradition: young adults desirous to leave the island must first complete a wake at the Lunar Temple. But it's been years since anyone reached the temple, and these days terrible storms plague the ocean. Leaving is not an option. And yet, here comes young Lloyd, dreaming of adventure and itching to follow in the footsteps of his missing parents. Monsters, puzzles and dungeons await!
Except for the public-domain music, I made everything myself. It's a small scale game, but I'm quite proud of it. There's a good chance I will keep updating it in the future: answering players' feedback, adding polish and maybe even new content!
It's completely free, so I hope you will check it out!
And if you do, please let me know what you thought of it ;)
Glad you enjoyed the game! ;)
It took three months (working on mornings, lunch breaks, evenings and weekends) to make the first released version, and another three for the final one (with a thankfully more leisurely pace). That being said, I had most of the tech and tools ready when I started, and had done a few similar prototypes in the past (some enemies are lifted straight from them). Also, I had a soft deadline that helped me scope small and keep me focused and on track, which helped.
You're in a Jailkeeper's ship so... could it be the panels are displaying the prisoners and their status? Maybe a green light means the prisoner is still safely in custody, but a red one indicates they escaped? :o
I'm goofing around, but don't worry: you've already defeated the boss with the green light. (It was the big eye thingy! That panel is a bit of foreshadowing for the final boss, and one of the many hints for the shocking reveal!)
I'm guessing the item you're missing is a Trophy, either for a secret boss or the reward for collecting all the Strange Eggs. If it's one of the bosses, one of them is behind a closed door in the temple, and the other is buried under a tombstone. Hope this helps!
Thanks, glad you liked it!
Yep, the gameplay code is C#, but the low-level code is C++ with SDL2 and a custom OpenGL renderer.
I did not really track development time, but I made The Lighkeeper on my spare time, and started around November of last year. Released it near the end of January. Then I updated it regularly ever since. So yeah, a few months of hard work. :)
Did you find the cave with the tombstones? (It's only a secret place lore-wise, in-game it's pretty easy to find. But this place does have a secret.)
Thanks for reporting me that bug. I reproduced it, and I will be able to fix it for the next version. (If you restart the game, you will be sent back to your last save point, so you should not be stuck forever.)
I'm not sure about a Linux build. It's possible, I guess, but it would be a lot of work, and if my previous games are any indication, the vast majority of people download the Windows build anyway. And then when I update the game, I would also need to build and test on multiple platforms... To be honest, I would rather spend my energy on new content or altogether new games. But then again, who knows. It may happen some day. :)
Yes, I plan to add customizable button mapping in a later update. Right now, you can also use the RB trigger button to shoot. I find it easier that way. I know it's not explained anywhere... I also plan on adding a better summary of the controls. :)
As you found out, some upgrades are completely optional. But if you finish the game with all items, you get a slightly different ending. ;)
I'm glad you liked the game! I do plan on fleshing it out and adding new areas in the future ;)
Thanks for the detailed report, it's very helpful! :)
For problem 1, I've seen people having trouble jumping out of the water. The character would sometimes 'stick' and you would have to press jump again to leave the surface. But I've never seen someone ending up outright stuck. I need to investigate this further...
For problem 2, couldn't you use the ladders to get up to the main hub?
Again, thank you for your feedback :)
You can still position them by variables with them having different sizes, if you use a reference point (like the middle/bottom of the sprite).
But you're right that the trimming should be optional. I added an option to turn it off in the latest revision ;)
I opened your file using the latest version, and it looks exactly like Photoshop. But I use CS4, so I'm not sure everything's there. Is that how it's supposed to look?
I just published this version, if you want to try it for yourself :)
At least we're making some progress :)
I uploaded a new version with some bug fixes revolving around masks, but if you're using features unique to CC it may not be what you're looking for.
Could you please describe what exactly does not work with your masks? And if possible, could you please send me a PSD file showcasing those problems, so I can investigate further?
Okay, I'm back, and with a new version.
I believe the last problem was due to me taking some shortcuts with the layer groups that work with files saved by CS* but not CC. It should be fixed.
I also improved the support for the layer masks.
That being said, the adjustment layers are currently not supported. I would like to support some of them (probably levels, curves, gradient map, brightness/contrast, hue/saturation & color balance) but they're very tricky and the documentation is... not great. So it will take time, at the very least.
Sorry 'bout that, re-implementing Photoshop's renderer is no easy task, and it will take some times before everything turns out perfectly ^^'