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metamuffin

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A member registered Mar 17, 2022 · View creator page →

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If by “global” you mean have a server visible to all players, then use the --register (and perhaps --server-name) flag on the server program. But for testing your changes locally you dont need any of that; just use the server address input with ws://127.0.0.1:27032, no registry needed. Also thanks already for your interest in improving the game! (I recommend you join the matrix channel, i generally reply much quicker there)

(1 edit)

For this you would need to run hurrycurry-registry which is packaged for archlinux only (or build it from source). However each game server only registers to at most one registry and by default that is the “global” registry at https://registry.hurrycurry.org, so your registry would only list game servers that explicitly switched to your registry. Community run registries are possible but not really intended for now since we didn’t have a reason for them yet. What would be your use-case for this?

Your game is pretty cool. For me the gameplay feels a bit too slow. The graphics, theme and performance are great though. All-in-all a good game for a jam. In case you want to keep working on the game, I would suggest adding something similar to a quest system or some clear incentive for the player to follow.

Also a fan of the technology stack you used. We used rust for server and godot with gdscript for our client and now have performance unsuitable for mobile. Therefore I am currently creating a new client right now, also using SDL2 and Rust only, while minimizing dependencies too.

Encountered on 2560x1440 without scaling. (Not a L5 xD)

(1 edit)

The game was not playable at first because the balls spawned outside the screen apparently. With that fixed however the game is pretty cool, especially for mobile.

I am not sure what caused that issue, but increasing the spawn Y of the balls to at least 30 solves the problem.

From 47ab4276bd69d3ca99d4cf3404aad5ceabbcf1e9 Mon Sep 17 00:00:00 2001
From: metamuffin <metamuffin@disroot.org>
Date: Wed, 10 Jul 2024 12:33:59 +0200
Subject: [PATCH] Fix immediate gameover by spawning balls further down.

---
 src/ball.py | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/src/ball.py b/src/ball.py
index 1733b44..cc2b0c2 100644
--- a/src/ball.py
+++ b/src/ball.py
@@ -19,7 +19,7 @@ class Ball(pygame.sprite.Sprite):
 		self.image.set_colorkey((255, 255, 255), RLEACCEL)
 		pygame.draw.circle(self.image, self.get_color(type), (radius, radius), radius)
 		pygame.draw.circle(self.image, (0, 0, 0), (radius, radius), radius, 2)
-		self.rect = self.image.get_rect(midbottom=(start_x, 20))
+		self.rect = self.image.get_rect(midbottom=(start_x, 30))

 		self.type = type
 		self.start_x = start_x
@@ -79,6 +79,7 @@ class Ball(pygame.sprite.Sprite):
 		return False

 	def die(self):
+		print(self, "killed")
 		self.kill()
 		self.rect.move(-self.gamedata.screen_width, 0)

--
2.45.2

Thanks a lot.

Hello. Our game includes server-software that we would like to license under the AGPL-3.0, which is technically not compatible with GPL. The AGPL does, however, follow the same philosophy. Is it allowed?