How many players can you get in multiplayer?
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I've been messing around with this to figure it out because I couldn't figure out the conditions, but here is what I've found:
Since I have several notebooks for this same project, most of which are sizable (albeit not as big as this one), it seems to slow down when I have moved between them in one runtime. THIS is when the filtering breaks. If I start the client fresh and only work within the one notebook, filtering works just fine, though I am still unable to scroll and use all of the labels.
Hope this helps!
Certainly! Here's an image. I have been using the software to organize a game project of mine's content, of which there is a lot, which fits into many categories. As a result, I used different lists for the more overarching categories and labels for more specific ones. It is a little messy since I thought of some stuff later that i'd forgotten when transferring over from OneNote and labels aren't yet able to be reordered. The first image shows just how many notes there are (given the size of the scroll bars, Magical and Subset go waaaaaaay far down). The only reason I didn't try to minimalize the number of posts and labels and instead choose more lists or putting things entirely in the details is that I've found a lot of powerful inspiration from the way this software displays information. It is super helpful to see the content layed out this way, and allows me to come up with more ideas. The downside is that without the label filters functioning, I can't search content easily, and it becomes a jumbled mess without order just like my previous organization method.
Thanks for reading and helping!
Gave it a try, left some pretty hefty feedback. I really like it, and it felt like a lot of fun! Just needs some WABAM and some more of the neat spicy weirdness you already put in there and you're looking at a good game gone to awesome game.
I would but you've got the wrong guy for shmups T_T... I'd just get sad at how bad I am at it.
Some of your stuff looks rad though. I'm putting that stuff on my to-buy list for when the paycheck rolls in
No, I've been using the posts by the developer and a few other people, each saying to add the same line of code after the game canvas of the html file.
<!-- DOCUMENT BODY -->
<!-- GAME CANVAS -->
<audio src="colorsofme.wav" autoplay loop display="none"> </body>
I have checked the various posts for audio background loops, used the code perfectly, even trying different iterations with different spacing, file types (wav and mp3), and trying different browsers, but i cant seem to get my game to play sound. Any suggestions?
This is the most fresh gameplay ive ever seen for an action platformer. It comes out a little slow, so it makes me wonder if there was a more fast-paced way of doing it, but it is still really great, and the characters are awesome.
Great gameplay, charming art, but nothing is more charming to me as a player than the sound design in this game. I love that it changes as you get in danger, reflecting the lack of confidence, 24 faces in, and on your last hit. Well done.
That was a lot of fun! Love the art and animations, the overall level design and mechanics loops were fun. Only complaint I had was the placement of the window to the battery (had to strategically place jump so that I didn't go up the ladder) and the tight jump of the ledge to the fruit, but that second one seemed intentionally hard. For 72 hours that's awesome, and I'd love to see more in this style.
I am absolutely loving this game right now. It has the creativity of a good thief game (i.e. resurrection potion/syringe into air filter, multiple ways to tinker generator), and the action of a good roguelite as you mentioned. Please keep up with the creative combinations, it's amazing.
I love your games! The gameplay is simple, but I love the heart that goes into it, and I actually relish how short they are because with a short game, I don't feel like I'm working towards a tedious goal, but just enjoying the ride. Keep up the good work and keep loving what you do :D