done! thanks for the heads up :)
isabelle adena kestrel
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Does anyone have any insight into how the walls are generated in Cinco Paus? I'd like to do something similar but I don't even know where to begin with that...I can make them appear randomly without issue, but I'm not sure how to ensure there aren't too many or that a bunch of tiles end up inaccessible because they're completely squared off.
For the sake of actually finishing by the deadline, I may just end up going with a Spelunky-like approach (design a bunch of levels by hand and add/remove a handful of walls at runtime), but I thought I'd at least pose the question in case anyone has some really smart and fast way of implementing this that I wasn't aware of.
Construct 2, good choice!
I'm sure you're aware already, but some of the transitions were a little buggy (zooming in the wrong places) and the transitions were a little too slow for my taste (I'm impatient, I want to get back to the game!). Would also be nice if the player controls were locked until the transition finished, there were a few times I dropped my balloon before I could even see where the people were. :)
Hey, thanks for making this! I use Construct 2 quite a lot and bought one of those overpriced array editors you mentioned. I've come to appreciate some of the more advanced features it has, but it has terrible UI and likes to crash when I do the simplest things (like pressing Ctrl+V...). Really not the experience I'd expect considering the price.
Also, props for making your C2 tool using C2, I love it.
Forgive me if I'm repeating anything said above (there's a lot to go back and read!) but here are some quick thoughts I have after playing a few rounds:
- The UI for crystal count is a bit hard to read at a glance. I've mistaken my count of 11 for 1 multiple times (read as "x1"). Of course, short of shop segments there aren't many times I need to fret over how many I have (usually I only need to worry if I have zero), but maybe a more skilled player would find this frustrating. The strokes are cute but I don't think they're worth the sacrifice in readability.
- I also found myself confused by the heart UI during my first few rounds...they're so dark that I thought they were "empty" slots. I think an argument could also be made that they're a little hard to parse at a glance, but again, I'm usually not too concerned until I have only one (and at that point it's flashing). Making them a brighter red would go a long way.
- A quick restart button would be very nice. The time between death and restart isn't too bad right now, but I'm used to Spelunky allowing me to go from death to restart in a second!
Hi, my name's Izzy and I'm super excited to finally dig into Tumbleseed! It's like Christmas came early!
I like to consider myself the second coolest game dev to come out of my hometown in Iowa (Greg is the first). :)
Hey psymin! I'm totally down for getting the game on Linux, I just wanted to avoid having folks purchase the game only to find out that it doesn't work for their OS of choice. I've uploaded Linux builds of nearly all of our free games in the past because there's no cash on the line there, but I have very little confidence that any of them actually work.
If you're interested and meet the basic requirements to play the game (which isn't really an issue of PC specs, but more that you own two gamepads), I'd be happy to spend a bit more time trying to get a working Linux build together to send your way. :)
For sure, I'm aware that some folks can handle it, but most can't.
By all means though, if anyone has an awesome keyboard that you want to play versus on, just let us know and we can try to make it happen! I just don't want to spend precious dev time on a feature that NOBODY can use. :)
That's correct, there is currently no keyboard compatibility. The reason for this is that most keyboards have a limit on simultaneous key presses which means that inputs get dropped when 3+ non-modifier keys are being held at the same time.
As a two player game that requires 3-4 buttons per player, it's simply not possible for us to provide a control scheme that will allow a consistent and fair game on a single keyboard. We WILL add limited keyboard support in the future for use in the single player modes and likely allow for a mixed input option for multiplayer (as in, one player can use the keyboard while the other player uses a gamepad), but it's unlikely that we will ever allow two players to play on the same keyboard.
I love it! Took me about 5-6 hours total to get to the end. I think I did nearly everything but get all the health upgrades (missed 5 or so), but I may have to go back and see if I can't 100% it. Well worth checking out.
My friend hubol made this game a few years back and only recently brought it to itch, highly recommend checking it out. It's a Metroidvania game with some crazy visuals and some neat mechanics. I only just started playing it a few days ago but I'm already in love.
Hi, I just started playing around with GameGO this morning. I'm showing off my games at a convention this weekend and I think GameGO would be the perfect way to curate my work in a way that I can offer multiple titles in a nice, clean, user friendly manner.
I'm aware that the program is currently being rewritten in HTML5, but I hoping someone might know how to work around an issue in the current build...when I select a game in GameGO, it opens my executable and everything seems to work as expected, except in the background, I can hear my gamepad inputs being sent to GameGO. Despite controlling my in-focus game, moving analog stick will still navigate the GameGO menu, and hitting A will open another game (which is about as disastrous as you might imagine it would be.
I could set the config.ini file to just close the launcher after opening a game, but I was specifically interested in being able to quit a game and return directly to the launcher.