fuck you
heinn
Creator of
Recent community posts
Thanks for playing! This is very useful feedback.
From the small things :
For camera stuff, I'll consider having an "orbital" mode again, but I remember trying it out and scrapping it for some reason. Maybe it would be useful to visualize the "right-forward" plane instead somehow.
For things going off-camera, I'm thinking of either having panning or some dynamic zoom to fit the whole level on screen at different angles.
And yeah, I really need a "camera origin" block in the editor.
The rules for completing a level are : all Xs have to be walked on and all dudes have to be no-dot dudes. Dotted dudes can't walk on Xs. Initially I wanted these to be two separate modes but I feel like making Xs and dots interact this way leaves me with a third mode. It should be explained in a clearer way, I agree with that.
(switch left (mouse button) / right (mouse button), menus are kind of cramped)
The BIG things:
I've been thinking about the "open world" level selector for a while, in a possible rework to simplify UI / menus. While it is more difficult to maintain than a list of levels I feel like it would be pretty neat to walk around with a dude to pick a level. From that it would also make it pretty natural for "tutorial" levels to be gates to areas that require you to understand that mechanic.
Thanks again for the valuable feedback.
Thanks for playing!
Do you mean you pressed C in the editor and it didn't delete the block you were on?
I think it's a fair point to have left click select the guys, originally I thought of left click for camera controls and right click for everything else, but I guess this way it would be also easier to tell them to merge.
And yeah, I've yet to bring mouse controls to the editor and keyboard controls everywhere else (Esc to open side menu, R to retry etc)
Thanks for playing! This is all very useful feedback.
The first image might not seem like it but it all worked "correctly", the guy walked on the invisible gap bridge covered by the geometry, but it's true that it looks odd, might have to override the link with the shorter one.
The point about rotation is totally true, the camera has been this way from the beginning when you could only link things on the "up" faces, didn't even think that I could have "full orbital" rotation now.
I must say these levels are kinda thrown together for demoday, but even then they ramp up in difficulty way too fast. I'm working on a way to solve things like the last issue, links should be much smoother soon.
The rest are things that I'll fix over time.
The only thing I don't get is not allowing color crossover, do you mean for perspective links or for "real" links? I might allow them to travel to different colors but only if they "really" touch, not sure yet.
Thanks for playing!
I did restrict the camera to never be 0 on the X axis because I don't want "orthogonal" links, perhaps the avoid angle is too wide. As for links leeway, that might be in part because of small screen size (no resolution options yet), but I'll try to increase the grace radius a bit.
Thanks for playing! The video was very useful.
About the rotation hold : I I'll include it in the options, perhaps something like "camera drag : hold/toggle" for left click.
Should have clamped vertical view to less than 90, because that threw you off on the "Oblique" tutorial, where the point was to show that the dudes can meet when on differently oriented faces (and that the dude that is moving absorbs the one that is still).
As for inconsistent links, the small windowed size might make precision aiming harder (too lazy to options menu in time), but I'll try to increase the grace radius for links.
Also there is a level editor, it only shows the button for it when "custom" levels are selected, should probably make that clearer.
Yeah it's kind of a mess right now and I probably wont be fixing it anytime soon. If you find info buttons and press them they give you "tutorials" on how to do things.
I think that this project is basically scrapped, but I do intend to remake it 2d and text only, maintaining the "physical" aspect of components and stuff.
That first puzzle is meant to show you how to use directional commands, the actual thing that it does at the end is printing 0 (with ' . ').
There are 3 other puzzles, but for those you have to put together a full funge since I forgot to unbork the free one. You can pick and place components that have the "Select" prompt by right clicking on them and then left clicking on a board (the big quads with nothing on them, the components one the first puzzle are unmovable tho). "Select" on sockets connects them instead. Behind the first puzzles there are some buttons that you can press to bring up better explanations.
Good luck.
Thanks for playing, and ye it's not a troll game. I kinda rushed it to be "ready" for demo day but the overall user interface is pretty bad. I think I'm going to can this one anyway, and if I pick it up again I will probably remake it in 2d.
Would it make more sense for the text editor to just be a normal one? Maybe I'm just used to it but I find it nice to use (with Befunge). I guess the smart thing would be making it an option.
Hey it's been a billion years but I have finally found it, I thought the files had been deleted. Here it is , it's really short but at least you can get closure lol.