yeah the link is for the previous jam...
JackOatley
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Ah, yeah the method of doing the physics is pretty brute force and just reads the canvas pixels. On my machine it was within a reasonable time but there are many factors that could screw it. And yeah the theme was meant to be there, then fell out, but I still wanted to finish something. :) Thanks for playing!
GB Studio is a joy to use. Helped in part due to it's limitation I guess. Some key things about this project and how I did it:
The large character sprites are made up of many small sprites that I manually cut up and shifted about to fit, each assigned to an actor.
The tiles were drawn as whole scenes which I then measured the tile count of with https://gb-studio-tile-count.glitch.me/ and optimized from there. The tile count has to be under 192 or something like that. My main goal was to achieve the 3D-esque scenes.
Each dungeon is a large image made up of the smaller scenes and movement is done by shifting the camera around to each area.
The movement is done by using a small set of invisible triggers in the corner of "chunk" of the dungeon; when you move, it hits a trigger that moves the camera by a certain amount (basically screen width or screen height)
Thank you very much! I would continue it but I feel there's not much more I could add to this. The only art I did was the backgrounds and that's already close to tile limit, and the characters push actor limit too. It was very much a proof of concept. The only place I could see this going is if I could work out a nice way to do proc-genned dungeon layouts.
The mouse cursor was very laggy/slow, made it quite distracting. Having actually selected a building to place the mouse response is fine. So just something about that cursor.
Otherwise nice game, very similar to what I tried and failed to make. Mine was basically the squad combat, with no economy. So I'm glad you made this. :)
I like this kind of game. It's a very slow start, but once you get going it's really quick to pick up new ships and more contracts. It does seem kind of arbitrary having the goal at 50 ships, as it's pretty easy to get your favour over 10 (up to 15 cap?), and there's not really anything to do with most of your ships at that point.
Really cool, I enjoyed this a lot. I beat all 20 levels, they had perfect introduction to mechanics and then left you with enough of a challenge that wasn't overly frustrating. And I love the idea of the box you're in is also the box you're pushing around and how that incorporates the recursion theme, very nice!
Yes, everything you said is absolutely correct!
It's very sensible to already have your page and an early build up. And simply update it as many times as you like until the submission period ends. :)
That being said, we do also take late submissions within reason for the very instance that sometimes unexpected things happen.
I usually have problems when there's controls like this, but for some reason because they're on the mouse it wasn't so bad, haha. There was one bit I thought I messed up because I went too far with the fire guy, but actually he was able to get back and I managed to get to the end. I like the idea. I feel the physics could be a little tighter and faster paced as it took longer to move about than the puzzle was to solve. But still really nice game. *boing*
Yeah, you can use whatever engine and tools you like.
When it comes to the user being able to change resolution that's fine too. But your game should by default open at 64x64 (or lower). This is the resolution most people will play at in the jam context, so opening up in a higher rez will cost you in the ratings. For something like default splash screens that are higher than 64x64 and can't be avoided, most people will understand this and not hold it against you as long as the game itself adheres to rez restrictions.
I hope this helps answer your question!
I really like the concept.
I'm generally not a platformer fan, and when I do play/make platformers I prefer a very rigid/responsive movement. Here the movement is very floaty and I found it hard to do what I was intending to do.
I feel a shallower difficulty curve would help a lot to better introduce the feeling & concepts without too much initial challenge.
I have now added controls to the game page.
As for the life display, it's very much just the limitations of GB Studio right now. There's no simple way to just arbitrarily show a number other than dialogues. Potentially it could be a graphical bar somewhere, but this would have to be done with multiple sprites/actors and those limits are already pushed by the tileset and large sprites I already use.
The controls are not included because it is essentially a Game Boy game, and in practice they would be obvious, right. Just not on web! But yeah, it's on the page now anyway! I don't even know that J was meant to do anything, either! It's Z, X and Arrows. 0.o