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hyperdoxical

133
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A member registered Jul 27, 2016 · View creator page →

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Brilliant!

Looking forward to getting stuck into this. Thank you for all your hard work!

ahhhh... not to worry. I figured it out. Great software by the way! 10/10!

Hi there. Just wondering how I can view multicolour char sets in a 2:1 ratio so I don't see gaps 
Running on linux using Wine

for the mixing system i created a look up table dictionary of combinations

for example

"1_0_0_0": Color("e6194b"),

means 1 pour of red and zero pours of red, yellow, blue, and water gives the colour e6194b (red)


"1_0_1_0": Color("911eb4")

means 1 pour of red, no pours of yellow, 1 poiur of blue, and no pours of water to give colour 911eb4" purple

The problem was the Look up table started getting ridiculously large particularly when mixing double and single shots. There was probably a better way to fix it but i just make the time limit slightly more punishing and setting a limit to the number of pours for each challenge before the brew gets "ruined" and it's counted as a fail.

If a combination isn't in the dictionary look up then it defaults to a muddy Color("4a3b32")

The look up method lets me pick vibrant colours as a result of each mix. Mixing via arithmetic code seem to result in pretty bland resulting colours.

The colour system is really what was hammering me. Everything else seemed to just come together and work. Well, except the grabbing system. That code is a complete mess and horrible hence why until I refactor it, it was pretty much impossible to have it register as the pour occuring at the point of releasing the mouse and it only registers after the animation (tween) finishes. The bottles and cauldron were make in inkscape using 4 circles for the cauldron and 2 circles and a fill for the bottles. They turned out a LOT better than they should have for about 10-15 minutes of work.

I have a boilerplate tempate I use for gameflow when I do game jams as that's what always seems to kill me. The template controls the flow as a state machine from splashscreen -> game title -> game play -> game over -> game title .... repeat. I actually have YOUR input manager (which is brilliant) load up so I'm not wasting time with setting up key bindings.  So all I need to do is write the actual game scene and the game play state picks it up and runs it. The game scene is written without any knowledge of the boilerplate template except for emitting a game over signal which is picked upby the template which then switches to the game over state. Before the game flow template, I found trying to retro fit the game scene into a normal game flow seemed to take me hours. Now I just write the game and it slots in easily.  The boilerplate is actually part of a RPG system I've been working on since 2022! (which I ended up redesigning the whole dialogue system after getting your "Adventure Essentials" Course because you elegantly did successfully what I couldn't even get close to doing in about 6 months, 4 separate scripts, and 2 scenes). The template is largely inspired by you after reading your article talking about systems rather than games. So I owe you a big thank you!

Loved it! Definitely poses food for thought and the art style and aesthetic fitted perfectly. You captured the essence perfectly such that at times I was like "This is waaaaay to accurate!" :)

Hey Brother. Great feedback! Haven't played Potion Craft but will definitely check it out. Completely agree with the animations suggestion. The pour animation actual gives rise to a bug which not only doesn't stop the timer until the animation has finished (which is completely unfair on the player) but mangles a whole bunch of other things.

Great suggestion about letting the player pour the bottles. I'd considered that and having a particle system simulate the fluid and add bubbles to the cauldron. But I was pretty hard pressed for time. It was a 3 hour game jam and I was struggling as I wasted a fair chunk trying to figure out how to mix the colours (ended up cheating and implementing a lookup tables as every option resulted in horrible colours)

When I get some time I'll tidy up the code and send it your way (it's an absolute disgrace and mess tbh)

This is epic! The visuals, the concept, everything hits hard. Great job!

This is soooooo cool! The rating at the end was such a nice touch! Awesome job!

Looks great! Can't wait to try it out!

That's seriously addictive!

I really enjoyed it. Nice mutations! Very metal! \m/

Love it!

Love this!

Brilliant!

What a brilliant idea! Thank you so much!

This is absolute gold! Thank you!

Such a cool concept and game!

Something which may be useful is scene changes with fades, wipes, etc (btw: I love your wipe on the html itch demo)

Legend!

In less than 24 hours you implemented it! You're an absolute legend! Thank you!

which engine does this work in?

i guess the use case for me would be in game jams. I get the main game play done, but connecting it to the main menu etc always is a major drama for me :)

Great pack!
Not sure if this is within scope or not but maybe a gameflow component. something like mainmenu -> game -> gameover -> main menu

Brilliant!

This is PERFECT! Thank you so much!

Awesome work! 

Can't wait to use these!

What a great framework to analyse how and why games hit the mark. Definitely going to be studying this in depth. Such a great concept!

AWESOME!!!!!

what's the difference between fantasy dreamland and fantasy dreamland reborn? Is reborn a direct replacement or can they be used interchangeably? If starting a new project, which one should I use in terms of most assets?

Thank you 

does this zoom characters?

thank you for your kind words. I had a whole story planned but most of the 3 hours was spent chasing down stupid bugs.

love it. perfect choice of music too

Definitely one of my favourites in the jam. Only got up to level 5 but I really like the upside down mechanic. well done

Love it! I love the way I was like, "This is easy." Then nek minit it's absolute bedlam. I love it so much!

The revised version is pretty much the same as the original except the revised has a scoring system which I wanted to implement in the jam version but I ran out of time. The revised version also has an animated frog in the menu screen. As for the splash screen and menu screen, that's an evolving template I's continually tweaking (and breaking!) and use in all my projects which lets me concentrate on gameplay. As for the tutorial, a lot of my friends I send the game to said the same. Thanks for playing :)

Beautiful! Great aesthetics, graphics, audio, and showcases a variety of mechanics perfectly executed. Well done!

Agreed. The story was definitely shoehorned in to try and make the game feel fuller. You saw through my ruse :)

I actually have you to thank as I'd just read your brilliant post on character development. As this was originally for a 3 hour game jam I wanted something to elevate and give some motivation for the character in the game. For anyone reading this, the post I'm referring to can be viewed here. Highly worth reading.

Unfortunately I will have to delete your comment and ban you as your score puts my score to shame! :) :) :)

(ʘ‿ʘ)

Wow, this is a good looking game! Well done!