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Ian Burnette

A member registered May 16, 2014 · View creator page →

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Fixed, thanks!

Fixed, thanks!

Oof, sorry about that. It's a known issue, but I haven't been able to fix it yet. There's no way to recover that I know of.

Haha, adorable. Glad you had fun! :)

Oops, good catch, I had one of the builds tagged as android instead of Linux. Fixed :D

Good question! Edited the description to specify CC0.

Huh, yeah, it won't load for me in the itch app either. So, not just a problem with your computer. I haven't tried opening it in the app before, so it's not something I've tested. Interesting to hear it worked for you before on another computer. I might have a chance to look into it kinda soonish, but glad to hear that it works properly in the browser for now. 

yeah, I noticed that, too. Thanks for bringing it up again. I've contacted itch about if there's anything I can do about it.

Nah, though that would make sense, too. I'm just using a simple exponential curve that samples higher in the curve the closer a pixel is to the middle of the image.

Very fun! A unique combination of familiar mechanics that really had me thinking. Great UI and gamefeel, too!

Glad you think they look cool! I keep thinking of new game ideas the more I look at them ... :)

Thanks for saying so! The generation process I'm using looks like this (apologies if I use a lot of jargon):

  1. I begin by sampling perlin noise at a random location, with four octaves of progressively less frequency.  (the first screenshot here gives you an idea what that looks like:
  2. I sample a section equal to the full size of the sprite I want to generate, like 16x16. 
  3. Then, I apply a falloff to the noise section I grabbed. Basically, just a curve from 0-1 that I apply to every noise pixel in my 16x16 grid. I then sample the curve based on the (x,y) of the pixel, so that pixels closer to the center have a larger value on the curve, and pixels closer the edge have a smaller value. If the pixel's greyscale value (between 0-1) is less then the sampled curve value, I set that pixel to black. It's now background. 
  4. Then I have the basic shape of the sprite. I then take the number of colors I want each sprite to have and assign a range from 0-1 to each color. Then I look at the greyscale value of each pixel and assign the corresponding color. 
  5. For every animation frame for each animated sprite, I perform this same process. But, I just offset the random noise location I'm sampling a tiny amount for each subsequent frame. 

The source code is up on github if you're interested in seeing how I do in more detail. Let me know if you have more questions.

Thanks! And yeah, looking at screenshots from Adventure Creator, some of these look straight out of it. Thanks for bringing it to my attention! :)

(2 edits)

Did you check the settings (the small button in the lower middle of the screen)? I built in a color-blindness accessibility feature (which displays the hexadecimal color codes of the shown color). There's also a built-in zoom feature.
Both features are shown in this screenshot: 

Make sure to read the manual. :)

Wow, I didn't notice this problem before I bought Doodle Studio. I have the same issue in Unity 2018. Is there any chance you'll have time to fix it? 

Not my sort of game ... but that didn't stop me from playing to the end. It's amazing what a good story will do to bring in different sorts of players, isn't it?

The gameplay was very well balanced, particularly the pickups and health. I only died three times, and that was in the last four minutes. It felt quite fair. The flipping mechanic was quite fun, and made for some different considerations than usually need to be made when observing enemy strategies.

The action was crisp and clear. I always knew where the enemies were, and if my shots were connecting, and if I was getting hit. The action felt a little overwhelming at first, but then scaled up very gradually from there, so it worked quite well.

I did get a bunch of errors when the timer appeared at the top, so the timer was just stuck at 4:00, but the bomb still went off and everything, so no huge deal.

Well done!

Macabre indeed. But funny, as well. Like, Stick it to the Man funny, and I really liked that game. Full of brilliant little touches: the clock keeps track of missed beats, the dancing of the frames/body parts/etc. in time with the music, how the narrator looks like a conductor in the second scene, the head flying out of the tub, the glowing heart appearing in the third scene while the actual heart was the only body part NOT moving ... I could go on.

The music was excellent, and the beat timing felt fair (which, in my experience, is VERY hard to do). The levels were slightly long, and the unusual key orientation had my wrist a little sore by the end. I also, in the last scene especially, kept wanting to watch the funny flailing that the character was doing, but didn't want to look away from the notes. Not really sure if there's a good solution to that, but I guess that means the game lends itself well to streams or playing with others.

Excellent job, as always. :)

What a fascinating entry. The poems worked together quite well (though I confess I didn't understand that they were separate poems until after I'd finished it). They told something of a cohesive story, if melancholy and wistful. The art was very nice as well, and the music added to the atmosphere but was not intrusive.

I like that running is far slower than moving through the trees, so it gives you a real advantage if you can master the mechanic - which, I might add, ended up being much easier to do that I thought it would be.

Very cool. I felt so bad killing the helpless orange spheres, but it was just so satisfying ...

Woohoo! Thanks for the positive feedback, all! 

luvcraft, thanks for the Unity version tip! I just couldn't figure out what I needed to do, and I just assumed I had to wait for 4.6 to be non-beta. I'll work on making the webplayer version tonight! 

Messofanego, loved the Let's Play - heading over to watch the rest of it now. 

How bizarre. I liked the sandworms, the clouds, the music, and the overall atmosphere. 

"On second thought, let's not go to Horse Planet. It is a trippy place."

Aw man, 5 to go when I ran out of time! Some pathfinding would have been nice, so that the dlls wouldn't get caught in corners. But all it REALLY needed was a particle effect when you shoot the files - you know the one, the little page flipping away and dissolving when you send it to the recycle bin? Overall, it held my attention. Nicely done.

I grew up on a farm. This game is fact.

Yep, same here, too. How strange. Maybe check with a moderator?

I liked it a lot! The art style was awesome - wonderful integration of cartoony 3d graphics and drawn 2d art. The music, colors, and overall feel of the game felt very cohesive. My girlfriend helped me read the timetable - I'm very bad at reading timetables.

Not the noise I expected those big idol heads to make at the end ... 

Great mechanic, wonderful atmosphere. The omnipresent pig-like grunting of the inhabitants was kinda unnerving. Level design felt simple and intentional. The particles in the air look a lot like the crystals you're looking for, which made things a little frustrating, but I was able to find them all in, uh, under 10 minutes. Probably no great achievement in that time, but I had fun all the same.

How sweet. I liked the ending. Nice use of color, and good enemy variety. I found aiming to be imprecise, which made things more frustrating than they needed to be. That being said, combat was a little easy - it was fun when there were a lot of enemies, but you could probably stand to ramp that enemy number up a bit. Overall, though, nice job!

Hmm, how odd. Whenever I try to download it, the download fails. I keep getting file sizes much smaller than 365. I'm downloading other stuff with no problem. I'll try again in a bit.

Does what it says on the box. Music was great, animations solid, and the vending machines offered some variety to the play. Awesome!

Cool. 94 was my high-score. Graphics are great, and the aesthetic is consistent. The HUD, especially, was very well done. The controls were a little tricky - I felt like I could move WAY too quickly, and was running into my own bullets. Which, I suppose, is a real concern when traveling through space at very high speeds. :) Excellent job.

Fasinating concept - sorta like Heavy Bullets, except with a dash of civic consciousness and hephalump-mobilies. A bit buggy, and a little difficulty to tell why I wasn't picking up trash sometimes, but I loved it when one of the enemy carts sorta spiralled away for few seconds after I shot it before crashing down to earth. To say nothing, of course, of the SFX ... "Fwooump!"

Sweet. Didn't have any problems with the physics, and had quite a lot of fun with the platforming. Music was good, SFX were solid, aesthetics were killer (and consistent!), and the final boss was pretty tough. Excellent job!

Wow, that is very difficulty. Very polished as well, with great sound and smooth gameplay. Try as I may, I couldn't make it past the second boss! :)

Couldn't get it to run, either. When you 'build' your game, you should get a .exe and a mysteriousIsland_data folder. Could you zip both of those together and upload that file? Thanks!

Good lord, what have I done. 

And why did I have fun doing it.

Whoops! Yep, that's what I was missing. I've set that up now. Seems to be working in the app now! Thanks for the screenshot - it was very helpful.

Yes, I have uploaded it! How strange.

Do you see the pink "download now" button under the Download header? For me, it's right above the comments section. When you click it, it'll ask if you want to pay anything for it, but you can click "no thanks, just take me to the downloads," and then you can choose which operating system you want to download it for. I tried it in an incognito window and it worked for me okay. Where are you getting stuck?