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lukasaurus

124
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A member registered Apr 12, 2018 · View creator page →

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peak - music, gameplay, great

Half of the later levels don't give you enough tiles to complete it

Did Connor and Claude help you finish this? Nice work, much better than Milkle 1. 

Is the line of sight effect done with 3D? That's one of my favourite game dev hacks, the fake top down line of sight with 3D objects with no specularity/lighting. 

HITBOXES ARE MENTAL ON THE SMALL THINGS

I tried to steer most of my classes students away from AI artwork, but this student in particular lives and breathes AI (he is always letting me know of some new tool, or progress), and he spent a long time generating multiple components, as well as consistency between generations, and then using other spriting tools to rig and animate them, so it wasn't just a straight up visual AI asset flip. 

I remember in Year 9, you showing everyone your thousand "Infinite Craft" discoveries, and you used that basic combination mechanic to make an interesting game.

Ned your original game was literally AI generated anime "characters". 

There is no game here

steam release when?

Good idea, is it just the single level? 

why did the sword position reset? I saw you had it working earlier

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That makes sense, thanks for quick response

Am I able to use these as part of another asset to sell. The textures themselves are not what I am selling, I am selling a set of low poly models, but I have used these textures in it. Or should I just provide a link to you and say "this texture pack works well, and the UV's were designed for this". Not sure how the license works if I am selling a set of GLB files with some of these embedded (only a few wood and dirt textures).  

Did you use the Anvil Level Editor for Blender? If not, take a look at it, it's a CSG style addon built for blender that functions similar to trenchbroom, but with a more modern UI. 

really good, I like the idea of the dual mechanic of the gun with offense and mobility. This has potential to be developed further. A couple of bugs you're probably aware of - the shotgun explosion doesn't vanish, so after a while you're left with all these glowing orbs everywhere. If that's a feature or does something, it's not clear. The lag on the initial shotgun shot should be able to be fixed by preloading the asset, rather than instantiating it from file. 

Yep, I will make it so there are less gaps between bench placement so you don't have to run as far, and also let you place them at any of the locations, rather than the prescribed one, which was a holdover from a previous iteration where you would play a little extraction game in the dungeon, but I felt that the extraction mechanics didn't really work in the game (and wasn't much fun) and took away from the main part - the serving food

Needs WASD or let me push the UP key to jump. On a normal keyboard my hands just can't use the arrows and space bar and mouse at the same time. 

oops, I forgot to fix those walls

nice simple concept. Now make it look great!

The art is nice, good to see some hand drawn stuff. It's not quite clear what you are supposed to do in the game though. 

Good potential, a nice simple idea executed well, but you need a way to restart the game when you lose. Sound and Music and a Title screen would help. Some animations for the main character would be good too. 

Great little challenging platformer. I like how the egg cracks the more damage you take

I need to make this clearer. After night 2, the dungeon opens, and you can go and steal the goblins food stations and install them in your restaurant. To pay the little boffas, you take money out of the box (use the numbers on the front, I think I need a better way of doing this though), and then click on them. At the moment, the food stations need to be installed in exact locations, and it will say "burgers installed" or something

Inappropriate name Lenny, please change. 

You need to check your scaling/resolution :)

Why do none of you have thumbnails or screenshots? 

Is the scale of this compatible with the KayKit models. I mean what do the characters look like side by side, in terms of proportions

Minor issue - the mouse isn't captured (for me at least), so it's difficult to control and no full screen option atm. 

Great idea, the main tool seems Slime Rancher inspired. Will this be a tycoon style game? 

controls well, although it is difficult to move precisely on some of the platforms. The view is zoomed in a bit too much so it's difficutl to see where herbs might be. The enemies are fun and suit the game. I like the graphic style. The grass should be in front of the player

Chrome

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There is nothing to choose from and it's just stuck on this page?  (The choose setting preset)

I think I need to remove the player collider from the same layer as the pickables, so they don't glitch you through the world. 

By binding sprint to CTRL, when you push CTRL+W, the window closes. 

The sequel? Mechanically quite cool, and multiplayer is always a bonus. 

Potential, although I know this is an older build, so I'm excited to see the response at the end of next spring, when it reflects what the game looks like now

Unfortunately the full screen button doesn't seem to work, so I can't read the menu :(

Potential, I assume this is just a test level at the moment. Nice graphics pack. 

I like the Slime Rancher suction

Don't tick the no generative AI button if you used generative AI. Use one of the monkey sprites I linked you.