Awesome, thanks! In general for web games it's good to preventDefault on the keys you're using: e.g. Firefox has the "search for text when you start typing" option, so any key could scroll the window and take focus away from the game. And of course there are various extensions that use unusual keys for things. So preventDefault is a nice safety net.
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Ah man, so close. I have a couple of enemies (one that sits still and shoots at you, one that tries to bite you and splits in half when you shoot it), a few items/upgrades to play with, and it seems fun to me, but I need a couple more hours to finish chaining levels together and implement the scoring and...yeah, I'm out of time. Maybe if I had spent more time writing code and less time playing the game? Oh well, I guess this will be an 8-day roguelike. :-)
That's fun so far. It crashes occasionally? I don't *think* I'm doing anything, just walking along. This is the windows-x64 version, on an older Thinkpad running Windows 7. Seems like the same error message every time:
panic: runtime error: invalid memory address or nil pointer dereference [signal 0xc0000005 code=0x0 addr=0x0 pc=0x4ac2fb] goroutine 1 [running]: main.(*grue).switchTo(0xc0420eec60, 0x3) /Users/patraw/go/src/gitlab.com/gruebite/dimlit/grues.go:104 +0x4b main.(*grue).enrage(0xc0420eec60, 0xc0420605d0) /Users/patraw/go/src/gitlab.com/gruebite/dimlit/grues.go:95 +0x192 main.(*grues)._enrage(0xc042074000, 0xc04206e000) /Users/patraw/go/src/gitlab.com/gruebite/dimlit/grues.go:211 +0x12d main.(*grues).update(0xc042074000, 0xc04206e000) /Users/patraw/go/src/gitlab.com/gruebite/dimlit/grues.go:239 +0x301 main.(*world).update(0xc04206e000) /Users/patraw/go/src/gitlab.com/gruebite/dimlit/main.go:475 +0x705 main.main() /Users/patraw/go/src/gitlab.com/gruebite/dimlit/main.go:1352 +0x38f
Is there any special trick to finding more artifacts? I found a second one on my first run, but after that I haven't seen any more. Am I just not travelling far enough from my lighted areas?
Well, maybe cave flyer is a bad description since there's no gravity. But a turn-based Newtonian physics space-game where you fly around in caves. I've been fighting with collision detection but I think I have it working now, so nearly three days left to add enemies and weapons. I'm planning to keep that part relatively simple (but with a few hopefully interesting interactions). I'm mostly relying on the acceleration mechanic to make it interesting, I guess.
Looks like BlankSparrow ran out of time: I unzipped the .love and... feeding the virus and anti-virus doesn't do anything except increase the number which is shown next to virus/anti-virus. There's no win condition AFAICT. You can defrag the red cells and give yourself more growing room, but it is extremely expensive: you have to harvest the whole initial growing area about 3.5 times in order to afford one cell of defrag.
So after the first few minutes there's nothing to do except select a box that contains the whole growing area, seed it, wait 30 seconds (or so) harvest it, and repeat. Then about every two minutes you get to add another cell to your growing area. It's an interesting idea but clearly very unfinished at this point.
So...right now there are two entries, and one of them, "Shot" by uhorp looks like spam. It's marked as a submission to *five* game jams, and it looks like the very early beginnings of an FPS, not a fantasy console at all. I reported it to itch, but maybe you can just remove it from the jam yourselves?
Ah, OK. To detect all keys with a matrix you just have to add a diode per key so the electricity can't flow back the "wrong way" through the matrix and confuse things. Then you loop over the rows powering up one at a time and reading off the columns. But if you don't want to solder...yeah, you'd have to add a breadboard or two, or get wire wrap tools or something.
I see you also don't have any debouncing code on the Arduino. Are you doing that on the Unity side, or just writing games where it doesn't matter?
Hey, that was fun! Set a timer for 1 hour and got to a good stopping point with eight seconds to spare. :)
Relation to the theme...super simple mechanics that are still engaging? Kinda lame since that's a given with the short time frame, but I didn't come up with any more creative interpretation that I thought I could pull off in an hour...
As a farmer, and thus having a fair awareness of the original Slow Food movement (arising from an incident in 1986) and Slow Money (which kicked off around 2009?) the whole concept seems kind of weird: isn't having a jam for Slow Games almost a contradiction? Slow Food and Slow Money are about taking time to create things with much care and thought for the future. At least, I'd think it would be more like Chris Hecker's Depth Jam. Or maybe like a 30-day approach to making a 48- or 72-hour game, where you would spend lots of time planning and doing research on your setting and the social/cultural implications and generally putting lots of effort and detail and care into a tiny game.
OK, enough ranting. To stay a little bit on topic, here are a few links I think are particularly relevant:
Also I wonder if you should switch the second and third levels: I find the second one to be the hardest. There's nowhere safe to stand; the blue enemies jump high enough to miss your sword when jumping onto the starting platform, and you often have to go through the danger zone at the edges where enemies can wrap and the timing is hardest to predict. You have to judge how fast the enemies are moving relative to the saw blades and whether to kill them and then jump the saw blade or to jump the saw blade, turn around and then kill them. And you have to be very diligent about keeping the enemy population down or you get into difficult situations.
Whereas on the third level you can safely stand by the door and kill all comers. If you stand on the edge of that platform you can reach the blue guys before they make their first jump. From the second platforms on the edges you can get *almost* everybody: you can hit the blue guys as they jump in or as they jump up to where you're standing, you can get the blue guys on the long middle platform; the only real danger is the floating heads coming in from the edge. And you can make it to the top edge platform in a single jump, so the only time you even have to go on the one with the saw blade platform is if a lantern drops there. The only thing the saw blades really do is make it dangerous to jump when you're on the door platform, but you have no reason to ever jump from there, except out to the edge platforms where you're mostly out of the way of the saw blades anyway. And even if you let some guys go by, it's no big deal; they're mostly out of your way and you can just kill everyone coming in and wait for a good opportunity to clip the missed ones from one of the edge platforms.
Can you tell I've spent *way* too much time playing this? :)
Yeah, stats when you die would be cool, even if they're not persistent. Time, deaths, kills (for both enemy types?), maybe total lanterns collected? "500/45 lanterns" would be amusing.
As for saving/loading, you're using GameMaker, right? I think you can just do ini_open('stats.ini'), ini_read_real(section, key, value), ini_write_real(section, key, value), ini_close(), and you can also store strings. Docs at http://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/ini%20files/index.html