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jamak

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A member registered May 31, 2016 · View creator page →

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>I think it's pretty much the ultimate cheatcode to animation, where for instance the animations need to follow your sword instead of the opposite as it is in every other game, so there can be no startup or recovery frames, but there still needs to be a wave of motion even as her swords can remain active, so her skirt does all the work

Dude that is so true and it's kind of cool that you seem to have come up with that on your own. I've been taught something similar from some course, I think it might have been Shingo Yamashita? anyway, to make punchy movement on the "limited animation" technique, you jump the subject to the result in a single frame, but the secondary animation like hair, cloth, etc "catch up" afterwards for a few frames. Like if an anime dude was making a punch, instead of drawing the in-betweens from standing, winding up, launching the punch half way, it impacting, instead they just draw it having just impacted, and then his clothes ruffles and his hair sway spend the next few frames moving from his standing arrangement into his punch impact arrangement (called secondary motion)

anyway I was also going to say I actually like a certain artstyle, with large solid areas of few colors similar to dot/pixel, but higher res (I call it mspaint style) such as for example: Busty Detective! The Case Files of Aine Tamagushi  and such games. I would put a image but itch won't let me. surely with using nearest integer scaling and black bars it will be fine.

glad you change the get gud and the windmills, I thought those 2 but didn't bother to mention coz it seemed a bit 50/50 but they were annoying somehow. can maybe get some newgrounders or so do some VA for you maybe. we can tell if its AI by the pauses, wrong emphasis, stuff like that. its off putting

it reminds me of Mitsurugi Kamui Hikae

itch and their fake "error messages"...

yeah like bloxorz

your thing lately of adlibing past the written lines is kinda kino I feel. Is that some meme or trend lately that I just never seen, or that just your own little style?
it took me 1 1/2 rounds to figure out that you could right click the souls to pick I guess I just clicked through the instructions or sm

Hmmm I thought it would be boring but I played it more than I thought I would.
when I saw how the gun rotates I felt that was pretty cool like imagine if it just rotated with your mouse movement freely that would be much worse. made me check if there was anything I'm doing that could benefit from this kind of cogwheel winding type movement, if that is what you'd call it. If often wondered something kinda related about driving games or driving cars in GTA / CP2077 using keyboard and trying to keep a certain (sub-max) speed on the throttle. but I think a CruiseControl™ key would be better for that.

anyway, I struggle to make any suggestions. maybe if the foliage pixel bopped in time with a beat element of the BGM it might seem juicy? 

okay, its fun. but i feel like the graphics have too much "low res on purpose" and glitch effects. like the text glitching, the black rectangle particles in the mission. TBH when I stopped playing after 2 levels I felt like my eyes were a little bit sore. I think that the graphics effects are a tad too strong, like it is probably better if people don't even directly notice that there are graphical effects they just "feel" that the game has some kind of vibe.

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FPS counter bottom right is bugged

and radeon adrenaline doesn't seem to recognize your app as a game so it won't give me driver overlay. looks like is is just drawing over itself and not clearing it. this is probably related to the lack of black background on the wide screen area as the FPS counter is anchored to bottom left which is well outside of the play area in the center.


I had to add the game manually to the gameslist in radeon, and enable the overlay. it gets about 376-389FPS pretty consistently, with occasional dips to 260 fps on room changes. specs are 7950x3d / 9070xt / ssd 

oh yeah if I strafe top-bottom continuously then I am able to stun lock razer blade in the top left corner and he offers no additional difficulty until his health runs out.
I think that you should add to his movement behavior a new activity where if he doesn't trigger his charge on the existing object for 10s or more, he enters into a predefined movement mode where he visits all four corners in a random order, or something like that?

nice. I like how the enemy can hide underneath the spawner things it makes them seem smarter like they got 2 states: 1 chase you down out in the open, and 2 stay still hiding under cover so you can't see exactly where they are making hitting them a little bit more challenging and getting shot at by them more surprising -> increases fun

I do have some remarks however:
see this light grey patch? this is a blocker, you crash into it. so it is like a wall or a concrete barricade or something. but look at the sides of the arena, they kind of have a LoZ ALttP type slant to them, so then this middle thing should have that too, right? like the sides of the walls should "pyramid" out around it a little bit, so so that you know it has height. otherwise it just looks like a symbol painted on the tarmac that you shouldn't hit into it.

next up: you need to put a super wide black rectangle behind the game scene so that on ultra wide monitors the out of bounds area is just dark, instead here you can see that to the left (and it is the same again on the right edge) there is different hues of grey and even an out of bounds slab all visible. cover it up with a black rectangular


And lastly, the movement feels like it gets stuck too much. It IS capable of sliding as if I D (right movement) into an angled surface, I slide up it.
But it'd be good if holding W (up movement) into the top wall caused on collision some kind of slide, not sure how to choose the left or right, maybe the side of the screen half your mouse is on?
BUT FAR MORE IMPORTANTLY, if I hold W+A or W+D (up+left or up+right) into the top wall, I'm still stuck? just because diagonal up still collides with the wall doesn't mean I should be stuck. If my W up is stuck, but my D right is not stuck, then W+D up into the ceiling should behave the same as just a D, I move to the right sliding along the ceiling.
As it is, you can hold W up to the ceiling, let go, then hold D to go right, and pause yourself momentarily along that by holding and releasing again W. In this case, holding or releasing W should have no effect. Unless you are going to turn it into a side scrolling platformer and have wall cling / wall jump mechanics or something.

I think if you just in the collision handler, see if two directions are held, if so, then see if you'd still collide if only the first one was held, and again if only the second one was held, and then act like that case, would solve 90% of the sticky movement problem on the game feel.

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yeah. I'll try again windowed

[EDIT] Damn it works, in window mode the buttons click fine.

it took 7 seconds to show splash screen on sn8950 and 7950x3d and 64gd ddr6 6400mhz system.
I think that either your start up scene or maybe your auto loads have too many load() or too many references...
Or you are using preload() in your startup code too much

I don't know if you reqlised it but your font has some weird anti ailising or something



Look at the sides of P I and N, is there a way to make it all sharp and the same color? like why dim-bright-dim over 3 pixels and not just bright-bright over 2 pixels? I assume you are using a "pixel" .ttf and it is using variable spacing and being pushed to a sub pixel location. Don't know how to fix that but maybe there is an option or some way to pixel align each glyph?

Main menu music should be set to loop. instead of plays out and stops.

your art screen should have a grid of icon buttons with the image shown at small scale, then on press it pops the full size, another click and it disappears and goes back to the button grid.

that can be done with a node layout very similar to the scroll but it would be better UI just need the onclick signals and the popup.

models is cool. but should have something on screen saying what to press to change them and also the sky box looks bad. if you need the sky box for ambient lighting on the models then you can probably still do that just have a billboard sprite3d behind them that rotates with the camera with a set offset and it can have some cool dark techno background shader or something. but even just pitch black would be nicer than default skybox.

it wont let me choose the construct, imsim, zanzibar, or earthQuake. the buttons just ignore any click

oh, another thought:

Messages like these appear and disappear too quickly when you're moving fast. Making it so that if you care to double check what it said you have to go back and stand still, slowing down the gameplay again.

I got 3 ideas that i think all are better than currently:

1) replacing with persistent for a set time status messages top left text like doom

2) as it currently is but it lerps to top left and stacks if need be and hangs for awhile before fading out at the point that it currently disappears

3) just making it so that once it appears on screen, it has a minimum timeout that it won't disappear even if it normally would until it has been on screen for at least 5 secs minimum

I think the last one would be best, I think it is fine if it stays on center screen for a bit while you are walking away so long as it doesn't stick for too long, and it would disappear immediately upon walk away if you stopped for a bit so it already met its minimum show time before the regular dismiss event fires so it can just fade out straight away. sounds better to me. 

I got a tip:
on aspect ratio wider than 16:9, put a left/right margin that shifts UI items to where they'd be if 16:9 in the center.  here's an example so I think it kind of looks good with the wide view and the menu on the left aesthetically, but in actual usage the buttons are just too far and you have to turn your head so pulling them in to where the health is on the in game would be good maybe make their BG just a bar with the image in the background continuing past them to the left so it's like a sideways cross or something okay I can see that you've already got that for the in game ui



Now, something else that I've noticed is that you get messages while you are in combat or navigating the environment so of course you don't read them and its like just noise or a popup ad. then after when you're somewhere safe, you think "now what was it that they said". cp2077 solves this by having them codec call you and you get a notification icon. AT YOUR LEISURE (like, once the fight is over) press T to play the message. So I suggest something like that, OR to pause the game or start a bullet time or something, while a text box is on screen (like she a cyborg right? so she should be able to receive data faster than real time)  and then resume normal speed when message is dismissed. Because I feel like now its as if the game is just made annoying by the calls you get because they compete an d conflict with what may be happening at the time in game play.

Also, when I last played it with default FOV it was kind of difficult due to how fast the gameplay was it was like star wars episode one pod racer the FPS. But at 110 fov it is fine. I would like that enemies are more lethal but die to fewer bullets cov when I'm running and side strafing at speed and I  head shot them while moving, they should just drop. but they don't because 3 headshots doesn't kill even a basic enemy because they are too tanky, whereas I am imagining the game flow would be smoother if you could just rapidly run around and headshot but then you'd die if you were too slow. IDK just a thought but I feel like enemies tankieness slows down the gameplay where you kind of have to either waste a lot of ammo run strafing and shooting longer than their arc will be on screen at once so you shoot many past them too and kill them in multiple strokes, or even worse you just have to stand still and gun blast them for a sec to drop them then move again and its like slowing down the gameplay that I think would be better if it were faster paced. The spike attack is ace though against basic enemies.


It'd be cool if there were cyborg movement noises when you move like in blood dragon. like your a cyber commando or something but you make regular footsteps? disappointment. should make robocop footsteps.


Now, I know these can be controversial, but I would prefer hit markers, just little center-less X's in the same color as the rest of the UI. Maybe have an option to enable / disable. Also if enemies could rag doll with a physics force push on death that'd be cool (don't know if possible code wise though, but I imagine it'd make fraging more satisfying)

cool game, runs fast.

cool. I like that the buildings can be blown up, and its useful that the cops with guns mostly shoot each other let me keep picking stuff up after I ran out of ammo. Seems there's nothing more to do so far. So your chara got a mean grin, called pirate princess, and calls the ship which looks like a space pirate ship, so I'm guessing that you're meant to play as a pirate that chooses towns to raid on some overworld map then spawns in to fight enemies and collect stuff?  Is there no way to go inside the buildings yet?
I think if you could jump would be good because then I could stand on top of the buildings and shoot all the bat cops

yup it works now. cool.


I don't mind the mixels, in fact I prefer them, because otherwise the text would be illegible. I'd prefer some little retro space cadet pinball ass SFX of some sort when his stamina bar is recharging coz if you try to swing before its 100% you don't just do a weak swing, you do a no swing, and then you feel like the game is input lagging as your eyes aren't focused on the stamina bar. also an attempt to swing with <100% stamina should give some kind of fail or error noise sfx.

also ya should be able to hit the projectiles with your bat and redirect them.

BTW if you UPX'd it then that is why it wouldn't work I made a ticket to them telling them to preserve custom .exe segment names and they just didn't want to unless someone could prove it to them so I just decided that I would pre-UPX my export templates and then copy the code inside godot engine to walk the .exe segments and add the .pck to the upx stubbed exe afterwards. Otherwise you'll have to have upx'd .exe with a sidecar .pck file next to it. because upx compression wraps the whole .exe file meaning the original raw data can't be read on the disk file, only extracted in memory. godot loads the embedded .pck by opening the disk file and walking the .exe formats data structures so UPX wreaks it even though it'll get likely 0% compression over the pck region as its pre-compressed with zstd already...

dude, I've got an error

Oh nevermind, I am using a HP Probook 430 G2 so the low framerate is to be expected on most games. But with green cheetah what I found was that unlike many other games where the UI and player control becomes laggy or nonfunctional at low FPS this one still felt responsive in that movement would change direction or attack would start on the next frame as expected. So good job with that.

cool. act 1 re-emergance is normally spelled re-emergence

its good that it has low res options, if there could be some 16:9 low res instead of just 4:3 that would be nice. performance is a lot better with that. The new character pause screen animations are nice.

looks pretty good. The movement worked fine and responsive even with the low framerate

dude, this game runs pretty fast now (on busted GFX anyway, which still looks pretty good). Audio worked fine and performance was almost perfect.

I thought this was written in java. Is it in c/c++ then? Kind of impressive how small the files are for the game. the performance is flawless, truly this is one of the few DD56 games that runs very well on my system, congrats on that.

good idea to put keybinds in the pause screen

itd be good if enemies seeing you could be blocked by level terrain and they think you are where they last saw you before being blocked. that way you could double around behind them and see their backs and that'd be nice.

a gamma/brightness slider for the graphics would be nice.

its nice that the guys "pick an angle" and fire on it even after you move, helps make the spike be very useful

I couldn't really play it. It was running very slow and when I pull the lever, it moves a little then stops, and if I hover the mouse over it and keep up with it, then it slowly moves, but if I just pull it down it stops.


So I think what you have done is made it while LMB held down, lever follows mouse, but if mouse moves away from lever, it stops. so at low FPS like on my system, it gets left behind almost immediately and this breaks it. Also, the lever moving very very slowly and so I think that you have it moving a certain amount each frame, instead of a certain amount each second, and so it becomes framerate dependent.

maybe grab screen_y of mouse on LMB down over lever, start tracking mouse pos, stop tracking when LMB released, and on each frame update lever to the current mouse pos Y value or something.

the help text with the arrows was nice. I thought that there was no sound but it was just very quiet so I think if you can normalise all of your SFX to -0 db or maybe but a compressor on the audiobus?

is it going to be like a graphics option model detail low/high?

I like that blorb lives in a big blorb house, it should have some blorb little windows too.

BGM music on dialog box scenes should be looping, it stops after 1 play through

The camera shift when you change direction, to keep blorbino roughly 40% to the back side, it is quite swift, at first it felt like a glitch but then on playing with it and you see how it worked it not too bad but if it can be refined somehow that would be better, maybe when moving in a direction and his screen position is in front of where it "should" be then move the camera 1.5 or 2px for every 1px blorb moves until caught up or something idk, there is probably a way to make it feel less abrupt, as it is now it is too noticeable and draws attention to the camera rather than the game through the camera

Nice Music/SFX

It would be nice to split the background MSPaint art into two layers, front one colour keyed or png transparent, and at a different scroll rate for parallax effect between light green hill and dark green mountain

It sometimes looked like he should have landed but I think maybe his red shoes misses, sometimes there is trouble rejumping on a 1block platform getting ignored I think it might be browser input lag or something, maybe when let go and repress space while game thinks it is still jumping, flag that and queue and immediate rejump on land?

The overworld needs arrow keys but was playing with AD so it looked like couldnt choose anything and only the first level was available so played the first level again then realized it is arrow keys only on overworld

cool that he flies down from the sky to enter the level


the flying red potatoes were too OP for me

cool

nice. nice use of demo day too, having just a small gameplay snippet for testing. I really liked it a lot, up until about when he put up the wall with the stay out tape, it just became kind of stale at that point. I was expecting that either statements would be lost when first used (whether effective or not) or would be lost once used effectively (maybe a difficulty thing like in easy mode they stick around until effective) but as soon as vreena said the same thing more than once it took the magic away so to speak. I think if you are going to do this it should definitely be like for boss battles. I really liked cyberpunk 2077 braindance detective segments and also arkham asylum detective mode segments, and especially for cyberpunk 2077 I feel that the game suffered for having so few of them. If think that a similar thing can happen here like to do it well you need to write a lot of content so that it is properly fleshed out and each line is use once. But then if you shy away from doing it frequently enough throughout the game then that can lead to disappointment like having a taste but not a meal. So I'd say if you going to put this in the game then I'd like to see it as a fairly frequent mechanic like maybe each area finish with a boss battle using keywords you found within that area or something i dont know. Now, the last stand part, that didn't come across very well. Based on vreenas explanation I understood that the grey text was masters words against us and then we "Blew his statements away" with fire or wind reaction etc. But, I kept second guessing like "no, is this grey text what we are saying to him? No its him saying to us right?" and using the elements was a bit empty that they just zapped or burnt his statements. I think those things would be a REALLY nice "touch" if it was in addition to a comeback from vreena, but skipping the comeback and just having the elemental.... lame, seems like a cop out. Besides that really nice I always liked this dream team but with this latest snippet I feel it even better.

its pong, in a terminal. the first serve is way to slow, then it accelerates too quickly and becomes invisible like you can't see it anymore its moving so fast, and you just sit still in the middle and rack up points usually.

pretty cool effect though

I got smart screen popup on this one, I had to click more info run anyway. I got stuck in some you cant escape type thing in the sewer below the moat.

I think it would be better to have the subfolder inside the zip file because although sometimes it is a bit annoying to go like hello_adventure/hello_adventure/adventure.bat, it is much worse to make a big mess in the current folder that you then have to piece together and clean up.

how did you get the mouse to work? That is so cool. I liked the apothacary and lvl2 dungeon art that was nice. I guess you are using the LowLevelKeyboardHandler to get input while not focussed? That is annoying why do you do that is it so that you can accept input while text is highlighted or something? 

It is surprisingly graphical for a CLI game. I died to a bat on level 3. Nice game, but it did seem to lag or freeze up or just not receive input sometimes, weird.

hmm, a bear raped shion and ekaterina to death that was a bit imbal. And I thought I was being smart by avoiding the lockers. I like how the game just quit after you acknowledge that you died, that felt kind nice.

um, it would be nice to have the HP stacked vertically regardless of name width, like loop over all names for your party (and separately for enemy party) remember longest, pad shorter to that,  I think it might also be nice to %2d or so the numbers to help them line up too maybe? Also if the enemy party could be shifted over to the right with leading spaces to make it like pokemon red/blue how you were bottom left and they were top right that might be nice too.

At first I thought I was not going to like this, but surprisingly it didn't seem to complicated. I like how it is basically an auto battler. I stopped after Igot lost then saw jaberwoky had so much health.

That sounds cool, I remember when I played sakura clicker I thought "normal computers can't hold numbers this large, they must be using a bignum library" because the numbers go above what even a 64bit float can hold. There are c/c++ libraries and java/c# have it built in. There is even a way to make them in script languages that do not have them you have to implement it in a way that is complicated to explain, using functions. I remember that the multiplication technique was called russian peasant multiplication it is actually pretty cool. Anyway I never made a game on the concept but I remember how seeing ever growing absurdly high numbers felt. Anyway, I will be your team mate if you want, I can do mspaint and simple pixel graphics, and I can do some basic godot / gamemaker / unity scripting.

i dont have any audio crackling issues anymore.

i had a vulcan error running it. but then it worked fine anyway.

i watered the grass but i couldnt figure out how to kill the little emo dude.

i like the water fx and the paralax layers in the background


COOL GAME, nice ui. I had to go into the menu and read the equipment to learn you slide dodge to get through the gap. I thought ESC should show the menu instead of just ENTER.

okay, it needs an animation when I try to move but cant, not jsut a SFX but jiggle her sprite in that direction a bit otherwise its hard to know what isometric direction you even try to move in it doesnt make sense

also it needs to say press enter or space to get menu interaction. perhaps a tutorial or something or a note in the first room saying [ENTER] on it, and if you press enter the menu is read note, and then it says in a room you can press enter to bring up a menu of objects to interact with or somethign like that.

the scrolling background really helps.

i like the combat screen / system, that was nice.