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roti_true

9
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A member registered 32 days ago · View creator page →

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thank you for the feedback. We ran out of time before we could put some UI pop ups for letting the player know you could pick up the paper towel, and for holding “e” when your over the purple colored spills. (They give you some additional money).


I was worried the high ground would be a bit advantageous, and tried to make it so that the rpg has more of a proximity to go off when shooting near a player. (Could be increased after I played it more) maybe even reduced the height of the island, but I was having a bit too much fun jumping around on the purple jump pads.

Thank you very much. After the game jam ends, I’ll make some effort to go back and fix some of those remaining bugs if you ever chose to revisit, but more so for my own sake. I too had a great laugh when I saw the “not bounty paper towel” after my teammate made that addition.

awesome, I’m glad you guys will be working on it more. I feel like that’s the best feeling when you want to keep going on a project. And truthfully it was very impressive. So good job guys

Browser restrictions was definitely pain. I had to use a domain to create a dns record and get certbot and everything on the cloud instance. Very cool when you see it working though and play with friends. I really want to reuse this method and maybe working on a longer run game dev project some day. Turns out I really enjoy doing a little game dev.

Wow this was really cool. Like just honestly very very impressive and not something I expected to play. I really enjoyed it. Somehow felt pretty hard, but like a really good challenge. It reminded me of the space mission on halo reach if you ever played it and it played pretty much like that. Very, very, very cool.

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I actually wasn't sure what Netfox or Noray was until I just looked them up. I did not use either. 

The way it works:

When we make merges to our main branch, we kick off a pipeline that builds two versions of the game. One for the client that gets pushed to itch.io and another image that is the server export for linux that gets stored in a registry. Whenever you go to the lobby to create a room, you're actually sending an https request to a python application that acts as a orchestrator on a cloud instance. The orchestrator sees you sent a get request and then reaches out to the registry to pull the latest image of of the server game and deploys it. Then your unique id and along with anyone you share the room code with gets assigned to that game room. Once the start button gets clicked, we send a message to that game room to start, and in return the client instance get handed off into the game room. .... in a nutshell.

I'm not sure if this is how other games do it (first game for me) but this is what I thought about implementing as soon as I realized how client server games worked when building locally for the first time. We always had to have two instances of the game running and one would act as the host and the other we test our builds on. 

Hence the bug when auto starting another game after the end of the first game you play fails, because we never told the server instance to start the game XD.

Anyways, I'm glad you enjoyed being able to look above your head and see your money. That was my partner's ingenuity and I had a great laugh about it as well.

haha, I’m glad. I feel like the overall game loop couldve had more flushing out, but during development I too became a bit obsessed with just parkour-ing around and shooting around. I’d love to go back and add some more polish to it, but overall it was an amazing learning experience. Glad you got to enjoy some what was there. 

haha yeah, didn’t have time to fix that bug. I think it comes from if you happen to die by your own rpg, the coins can just be picked up indefinitely.

I also couldn't figure out exactly how to doge some of the enemies but I really enjoy how I could just load up the game, and immediately know what's going on and how i could  just start shotting the aliens. I feel like the theme was fun, the sound effects were great, and I had a fun shooting and trying to get my aim right. Nice progression too. Felt like i was at an arcade again and that was awesome