It's all 2D, calculating their x, y and scale based on their distance from the player. I draw the cones using two triangles, and in the black and white version I added extra outline-only triangles. Getting the collisions feeling correct took longer than anything else in the game!
Recent community posts
- Definitely going to add in endings, which will mostly require buying a certain number of gems
- I'm torn about adding another button the player will very rarely use, but getting permanently stuck is definitely a crappy thing that I need to get rid of somehow
- Something I'm going to think about for sure
- I'm hoping to add a small tutorial or explanation page to the game, and I will absolutely make sure the player knows TAB exists once I do that, sorry to hear you went in without knowing about it!
The short answer is I use gamemaker: studio 1.4. The long answer is far too long, but if you're looking to get started I'd urge you to start small, and try to make yourself finish projects to practice the entire development process. In the end it comes down to a lot of practice, I think
- I'm going to look at more ways to show the stats, and maybe let the player cycle between the various views so they can pick their favourite
- The long descriptions aren't meant to be a joke, I'm just making sure they're as clear and descriptive as possible
- You can hold tab to see all the details
- I want to do something about the coin number in a level, either display it, or make a level have a varying amount of coins and don't display it. I'm a bit cautious about giving the player too much information to work with
- I want to do a better job of framing gems as the overall goal of the game, and get players to find the right balance between buying gems and upgrades. For this reason I don't want gems to be useful other than as your "score"
here's my first bitsy game. I had a lot of fun making it, and working out what was and wasn't possible! I also added some code to change the background colour of the page to match the palette, and I'm very happy to explain how that works if anyone wants to copy it.
Lovely colours and sounds, but I found it very hard to know when the input began, and kept starting too early or usually too late. Maybe the input could wait for you to hit the first key of the sequence before it starts timing?
I made a similar game, but I think yours is done more elegantly. The sensor is a cool way to make exploration easier.
I really like how you gave the game three levels of difficulty by including three different manuals. I tried Hardened Onyx and had a lot of fun with it! I'm not even sure that you need the five clues (except for maybe the direction of the arrow).
After some initial confusion (the detailed instructions were very much appreciated!) I got the hang of it and managed to catch a fish on my second and third attempt! I really like the multi-stage process involved in catching a fish, and I'm impressed that a game that only uses one bit of input and one bit of output can be this fun!