A very good one!
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I actually used the main setting of the campaign I'm running as the setting for a session of this, and on top of us having a lot of fun doing it, I think my players are looking forwards to seeing the effects it will have on the main game and seeing the NPCs and settings we made turn up!
(It helps that there's already been lots of Ghostly Happenings in the story.)
That is a valid way to do things. But I guess I have to think about how to make it clearer once we're allowed to edit.
The concept is basically like interacting while socially distancing. You can go around to collect more 'pixels' into your circle, which would get you more points faster, but moving around risks you breaking social distancing and if you get TOO close the pixels affected will run away and you will lose points. Negative points are possible.
Which makes aiming to lose as many points as possible ALSO a valid way to things.
I'm sorry, this all looks very nice but I'm still having the tablet related issues that I got in 0.6.2.
Also the pen and erase tools don't work correctly when I right click using the graphics tablet. It will deposit or delete a single pixel where I was pointing and then won't do anything else. So basically I can't really use the right tool anymore.
All features work fine if I click with my touchpad but... 0.6.1. works perfectly with my tablet.
I made it on Windows, but making a distributable for Mac is really easy in LÖVE. You can just download the Mac version of LÖVE and follow the instructions here: https://love2d.org/wiki/Game_Distribution#Creating_a_macOS_Application
And once you do you have a handy template for the next game you distribute on Macs!
Unfortunately since I don't have a Mac I can't test if I did it properly, but I know previous games I made worked on friend's Macs.
Gods that music gets loud after a couple deaths. Also, the game is noticibly larger than my screen (1366x768) and I see no way to exit the game once started. I had to press the windows key to summon the start menu and taskbar and right click to close it from there.
Good experiment! I don't know how much I was able to understand the rules without text, but I think I worked out how to use the dice. It's just, where to hide the treasures that eludes me since there's only two 'boxes' on the board.
The splash screen bug is indeed gone! Thank you!
I still have to right click to get it to respond to my graphics tablet... at all now. Fixing the splash screen issue seems to have reduced my issue to "the drawing area doesn't respond to my tablet until I right click" and it seems to work fine with my touchpad. Though if I move between the two it will make a line between the beginning of whatever I'd last drawn using my tablet and wherever the mouse is pointing when I click with the touchpad.
I'll keep checking further updates in case the issue gets fixed, but for now I'm going to stick to 0.6.1
Graphics Tablets DO interface with programs differently from mice. One of the big reasons I like Pixelorama is that other pixel art specific programs I found would not respond at all to my tablet's clicks. So like, this is a huge feature with me (and if this issue is sorted, you could advertise 'graphics tablet friendly' as a feature).
Sorry to bother you with another bug but I can't disable the splash screen, and when I first open it Pixelorama 0.6.2 seems to think that I'm trying to start a line from the close button of the splash screen or something. This leads to some odd behaviour. If I left click using my track pad it will make a line, and if I do this several times while moving the mouse it will make a series of lines radiating out from the coordinates of the splash screen close button, and if I use my graphics tablet it will mostly ignore me drawing, occasionally tossing down a single pixel.
This annoying behaviour stops when I right click.
This happens with the 32 and 64 bit windows versions.
And it's new to 0.6.2., so maybe an artefact of the changes to Godot?
Also, a suggestion: Can we have a way to increase the canvas size without affecting the image we were working on? Like, have the image be in the middle and all the new area outside it be transparant?
It stopped being fun once I realised that nothing aside from your own memory and lack of observation puts you in danger. So, not sure if you quite managed 'unfun' game entirely, but that's what puts it more in frustrating because there's something CLOSE to something I wanted but it was just a repetitive experience.
It might even have been fun if when you died a new map was generated or something, in a rougelike way.
Found a bug.
TL:DR: A .pxo where I had frames of different sizes broke.
I was using one frame to store a reference for the pixel art I was making, and it was a different size from the art. The plan was to delete that reference 'frame' when exporting my final art. I saved after doing a lot of work, before closing. This art had multiple frames, each frame had multiple layers (aside from the reference 'frame', it only had one).
And when I next opened the file there were only two frames. The first, which is fine, and a second frame, the size of the reference frame, with only one layer, which contains heavily distorted versions of images from different frames and a couple different layers from those frames. As if somehow the save got confused and tried to stuff everything in one layer on the second frame.
Also for some reason this glitched frame is invisible until I duplicate the layer.
It's the same whether I open it on 0.6 or 0.61
I've lost a lot of work to this.
Edit: I've been trying to replicate it to no avail.
Edit 2: If I load the broken file I am unable to use the pencil tool until I close and open Pixelorama again. Other tools seem to work fine.
Hey, great tool but I don't have a 'middle button' as I use my graphics tablet as a mouse. I can zoom in and out fine. Might I suggest being able to pan using the arrow keys as well, or adding scroll bars when the user zooms in enough that the image is bigger than the window?
Hey I'm wondering if it's okay if the horror parts are mostly in the endings?
I have a lot more horror planned for the middle of the game but don't think I'd have time to implement those parts. But I do have two endings that are accessible right now, one with hints, the other a bad ending.
The last five minutes of me playing:
"No... no... I failed the first time and yet the game asks about the most watched tv show again???? I survived the 'moonwalk' pun!
Oh I got it right this ti... ... ... ah.. ."
That was actually kinda nervewracking. I was expecting either a very simple game or a 'game killing bug' at the end. At times I was also wondering if the answer I'd choose would be right or a previous record would be right, as if the questions were made a long time before 'release'.
Boy am I glad that doesn't seem to have happened.
Interesting idea altogether!
It's missing the point but I before the end I just kept on thinking about how in 1983 no one would be able to easily get all the facts! This probably is not meant to be the most immersive experience.
I quite liked the atmosphere, the lack of music I actually felt is helpful to it. I also especially like the part about the lava following the player's path, feels a bit like that is the 'passage' one is creating.
I found that it was quite hard even in the first level. In like, half of my attempts I would be RIGHT NEXT to the pipe when the timer would run out and I'd just have to wait for the animation to play out, even though the time it took for the lava to reach the bug would have been plenty time for the bug to escape. It got a bit frustrating to just have to sit there.
Also oftentimes the lava wouldn't even reach the bug, it would just go a certain distance and then play the failure noise (which is a good failure noise, I have to admit. Clear. To the point. Short). Sometimes the bug could pass through the rocks as well.
Also I had to zoom out because I was playing the browser version and it's literally too tall for my screen to show it. Even though I have my taskbar to one side. This is really a game where you need to be able to see the whole game window to play it right.
I don't think I would have been able to kill them if it wasn't for the weird hitbox, and being able to strike them while being outside their range . I don't know if you'd want to fix that or somehow make that a feature (like, if you get the right distance for that effect some sort of visual effect happens to make it look like the player is hitting the monster rather than awkwardly swinging the air).
Interesting! Very visually pleasing.
I found I was able to kill the monsters from quite a distance. Like, I'd stand there clicking and they'd just 'take it' and die without even attempting to kill me.
Also the story snippets are just enough to spark some curiosity.
First playthrough: "Oh! this control scheme is like sunless sea! I can get used to this." "I've managed to dodge everything but where are the soldiers? Are they around here? No, this is a dead end and now all I can do is reverse while that turret is free to fire at me. And now I died having saved no one."
Second playthrough: "It's raining when I'm in the middle now? And there's soldiers in the sea! And... what is this shiny circle? That's a lot of people on my ship. what if I go back now? FOUR THOUSAND SOLDIERS?"
anyway I ended my first playthrough with nothing, my second with 8400 soldiers saved. It was fun! The only thing was I was surprised that I didn't take any damage when I rammed the pier at full speed.
Nice pun too.
It was this puzzle that gave me problems. I think it might be in part that the main pc was right up against the clock? I managed to sorta replicate the problem by mashing the e button as I approached the switch (didn't reach it though) and this time when the timer ran out the pc jumped and then started walking endlessly into the clock, once again not responding to keypresses.
The good: Nice aesthetic, cool mechanics! and a nice, well done tutorial.
At one point early on I was running out of time for my shift clone to activate a switch so I was mashing "E" while running to it and I managed to activated the switch, but then the player character didn't respond to any key presses so I couldn't continue. I'd love to be able to but I am a bit worried that could happen again after a really frustrating puzzle.
Really, that glitch was the only thing that was bad about what I managed to experience! It's just... quite a major thing.